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7/27/2019 Barbarossa Crimea Rules
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BARBAROSSA: Crimea
© 2010 GMT Games, LLC
© 2010 GMT Games, LLC
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
1.0 Introduction .................................................... 2
2.0 Game Equipment ............................................ 2
3.0 Basic Concepts Terminology .......................... 2
4.0 How to Play .................................................... 3
5.0 Weather ........................................................... 3
6.0 Supply ............................................................. 4
7.0 Receiving Replacements ................................ 7
8.0 Reinforcement/Withdrawal ............................ 10
9.0 Air Unit Readiness ......................................... 12
10.0 Ground Movement.......................................... 12
11.0 Specialized Movement ................................... 16
12.0 Attack Declaration .......................................... 19
13.0 Axis Air Interdiction ....................................... 21
14.0 Defender Reaction .......................................... 21
15.0 The Combat Phase .......................................... 22
16.0 The Combat Results ....................................... 25
17.0 Airpower ......................................................... 27
18.0 Fortications................................................... 29
19.0 Railroad Conversion ....................................... 30
20.0 Using Replacements ....................................... 31
21.0 Soviet Surrender ............................................. 31
22.0 Soviet Special Units ....................................... 31
23.0 Other Special Units......................................... 34
24.0 Regiment Substitute Counters ........................ 35
25.0 How to Win..................................................... 36
Game Credits ........................................................... 36
Table of Contents
R U L E B O O K L E T
Game Design by Vance von Borries
R U L E B O O K L E T
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BARBAROSSA: Crimea
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.0 IntroductionThe Barbarossa portion of GMT’s East Front Series is a multi-
game set that covers the drives of the three Axis Army Groups
from June through December, 1941. Although each game portrays
just one Group’s operations, all games can be linked together to
cover the battles from the Black Sea to the Baltic. Crimea is the
sixth installment in the East Front Series (following Typhoon, Army
Group South, Army Group Center, Army Group North and Kiev to
Rostov). By linking Crimea with Kiev to Rostov and Army Group
South, players will be able to carry out the entire 1941 Army Group
South campaign.
Crimea is a two-player game, but team play works well for large
scenarios. One team controls the Axis forces, and the opposing team
controls the Soviet forces. The playing pieces represent the actual
units that participated in the campaign, and the maps represent the
terrain over which they fought. Players maneuver their units across
the map and conduct combat as described in the rules of play. Objec-
tives,battlecasualties,andcertainactionsallresultinanalVictory
Point total that is used to determine the winner.
Note: There may be rule or chart references to units or situations
notincludedinaspecicEFSmodule.Forexample,the“HowtoRead Units” player aid card lists nationality colors for Romanian
andFinnishunits.YouwillnotndanyFinnishunitsinCrimea,
and the Romanians appearing in this game will not appear in Army
Group North.
Important: Signicant rule changes from the Kiev to Rostov game
are indicated with the >> symbol and shading.
.0 Game EquipmentEach game includes:
• One map
• 840 Die-cut counters
• One Rules Booklet and One Playbook
• Four backprinted Scenario Cards
• Axis and Soviet Unit Set-up Cards
• Player aid cards
• One ten-sided die
. The Game Map
Note: ThePlaybookprovidesspecicsonMapdesignations,Map
alignments and game set up.
A grid of hexagons has been superimposed on the terrain features
in order to regularize movement and positioning of playing pieces.
Thesehexagonsarehereaftercalled“hexes.”Eachhexhasafour-
digitidenticationnumber,usedforgamereferencepurposes.Each
hex on the map represents about 5.0 miles (8.0 km) of real terrain
from side to side.
. Player Aid Cards
Crimea includes Set-up Cards and Charts and Tables to help players
set up the game, keep track of reinforcements, and resolve move-
ment and combat functions. Place these to the side of the map(s)
for easy reference.
.3 The Playing Pieces
Many playing pieces represent the military units that fought in
thehistoricalcampaign.Thesearecalled“units.”Otherpiecesare
player aid markers.
.3 How to Read the Units: The numbers and symbols on the
pieces represent the strength, movement capability and type of unit
representedbyeachpiece.Refertothe“HowToReadUnits”Player
aid card for an explanation.
.3Unitdesignationsarethehistoricalunitidentications.For
an explanation of abbreviations on the unit counters refer to the
Playbook.
.33 Countermix Categories
a. Combat units are any counters with a printed movement allow-
ance and defense strength of at least one. Untried units also qualify.
All combat units control the hexes they occupy and can participate
in combat.
b. Non-combat units are Bridge units, Mobile Supply Units (MSUs),
and Supply Dumps.
c. Air units are any units with an aircraft silhouette. They affect
movement and combat in conjunction with friendly combat units
and can separately affect certain specialized movement [11.0].
d. Player aid markers are informational markers placed on the gamemap to note unit status or hex condition. Presence of a player aid
markermayinuencecombatresolution.
.4 Explanation of Unit Values
Refertothe“HowToReadUnits”Playeraidcard.
.5 The Die
.5Thegameusesaten-sideddie.Thenumber“0”isreadasten
(10), not zero (0), as in some other games.
.5 To perform many game functions, you will roll one die to
determine a result. Often you will modify the actual die roll result
by plus (+) or minus (–) amounts. These are called Die Roll Modi-
cations(DRMs).
3.0 Basic Concepts Terminology3. Friendly and Enemy
3. Units. If you are the Soviet Player, all Soviet units are friendly;
all Axis units are enemy. The situation is reversed for the Axis
Player.
3. Turn Phases. Axis Player Phases are friendly to the Axis Player
and enemy to the Soviet Player; Soviet Player Phases are friendly
to the Soviet Player and enemy to the Axis Player.
3.3 Map Edges, Hexes, and Supply Sources. Those last occu-pied or controlled by Soviet units are friendly to the Soviet Player;
those last occupied or controlled by Axis units are friendly to the
Axis Player.
3. Hex Status
3. Controlled
a. A hex is controlled by one player if:
• One or more of his combat units last occupied the hex or now
occupy the hex, or
• One or more of his combat units was the last to project an
uncontested Zone of Control [3.4] into the hex.
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3 BARBAROSSA: Crimea
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4.0 How to Play4. Preparing for Play
Refer to the Playbook. It contains general set-up instructions, and
each scenario has its own set-up instructions.
4. Sequence of Play
The game is played in game-turns composed of Segments. The
Expanded Sequence of Play in the Playbook has a detailed listingof each Phase.
A. Strategic Segment
1. Weather Determination Phase
2. Supply Determination Phase
3. Replacements Phase
4. Reinforcement and Withdrawal Phase
5. Air Readiness Phase
6. Axis Air Interdiction Phase
B. Axis Player Segment
1. Movement Phase
2. Soviet Reaction Phase3. Combat Phase
4. Motorized Movement Phase
5. Engineering Phase
C. Soviet Player Segment
1. Motorized Movement Phase
2. Axis Reaction Phase
3. Combat Phase
4. Movement Phase
5. Engineering Phase
6. Soviet Surrender Phase
D. Game-Turn Record Interphase
Rules Organization Note: Rules sections 5.0 (Weather) through
21.0 (Soviet Surrender) generally parallel the game turn sequence
of play, with three exceptions:
• Reinforcements are covered immediately after Replacements
because they are closely related. Actual entry of reinforcements
can occur in several movement phases.
• Movement and motorized movement for both sides are covered
whentheyrstoccurinaturn:theAxisMovementPhase.
• Air combat and air mission procedures follow ground combat. [It
is easier to leave them in one location rather than explain similar
procedures multiple times].
5.0 WeatherWeather governed much of the campaign in the Soviet Union. Both
sides were affected. Always assume Dry weather in the rules below
unless stated otherwise. Other weather conditions will affect supply,
movement, air unit readiness, and various other game functions.
5. Weather Determination
5. Conduct Weather Determination during the Strategic Segment
of each turn. The Axis Player refers to the scenario Turn Record
Track. Each Game Turn Box on the track contains the Climate
Condition for the turn.
b. If both friendly and enemy combat units project a Zone of Control
into a vacant hex, both zones co-exist and the hex is contested.
3. Contiguous. This is an unbroken series of connected adjacent
hexes used for movement, range, and tracing a Supply Route.
3.3 Converted. These are hexes containing former Soviet railroad
lines now friendly to the Axis Player and usable for Axis Railroad
Movement [11.1].
3.3 Stacking
Stacking is the placing of more than one unit in a hex. The position
of a unit within a stack has no effect on play.
3.3 Most ground units have a printed stacking point value. Soviet
HQs and non-combat units have no printed stacking value; their
stacking value is zero [except during Railroad Movement; 11.13].
3.3 A maximum of ten (10) stacking points can occupy a hex at the
end of any Movement, Combat, or Reaction Movement Phase. Units
can freely enter and pass through stacks of friendly units. If a stack
exceeds the stacking limit at the end of these phases, the excess is
removed by the owning player. He places those units in the Cadre
Box of the Unit Rebuilding Chart.
3.33 Units with zero stacking value and all player aid markers stack
freely without limit.
3.4 Zones of Control
The hex a combat unit occupies and
the six hexes immediately surround-
ing it constitute the unit’s Zone of
Control (ZOC). Hexes into which
a unit exerts a ZOC are called con-
trolled hexes. ZOCs are important.
Enemy ZOCs generally force your
units to stop moving; Friendly ZOCs
generally force enemy units to stop moving.
3.4 A combat unit always controls the hex it occupies, even if it
does not exert a ZOC into any of the six surrounding hexes.
3.4 Combat units that do not exert a ZOC into the six surrounding
hexes have a yellow No ZOC band across the top. If at least one
unit in a hex exerts a ZOC (does not have a yellow No ZOC band),
all combat units in that hex exert a ZOC.
Note: Some units have a No ZOC band only on their reduced
strength side.
3.43Aunit’sZOC canbemodied byweather[seeEffectson
Movement Table].
3.44 A unit’s ZOC extends into most hex terrain and across most
hexside terrain [see Terrain Effects Chart].
3.45 A ZOC is not affected by other units, enemy or friendly, except
when tracing a Supply Route [6.12] or during a retreat.
3.46 If only units of one side project a ZOC into a hex, that side has
uncontested control of that hex. If both enemy and friendly units
project a ZOC into a hex, the hex is contested.
3.47 Units with an Overrun marker [11.44] temporarily lose their
ZOC into the six surrounding hexes.
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4 BARBAROSSA: Crimea
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b. Freezing Conditions.
) Snow. All rivers, major rivers, lakes, seas and shallow seas
freeze when a Snow result occurs, and remain frozen until a
Mud or second consecutive Frost result occurs.
) Arctic. All rivers, major rivers, lakes, seas and shallow seas
freezefortheremainderofanyscenarioaftertherstArctic
weather result occurs. All remain frozen regardless of any
subsequent weather result obtained.
6.0 SupplyThere are two types of supply: General Supply, which affects a
unit’s actions throughout the entire turn, and Attack Supply, which
affects attacking units only during the combat phase [6.8]. During
the Supply Determination Phase both players determine the General
Supply status of their ground units [6.6 and 6.7].
6. Tracing General Supply
6. To be in General Supply, a unit must be able to trace a Sup-
ply Route through a path of contiguous hexes to a friendly Supply
Source [6.5]. A Supply Route includes one or more of the following
components:• Line of Communications (LOC) [6.2]
• Road Net [6.3]
• Railroad Net [6.4]
6. The following restrictions apply to all Supply Route hexes:
a. A friendly Supply Route cannot be traced through any hex oc-
cupied by an enemy combat unit.
b. A friendly Supply Route cannot be traced through a hex in an enemy
ZOC unless that hex is also occupied by a friendly combat unit.
6.3 Combat units not on the game map do not require General
Supply. Do not check their supply status.
6. The LOCIn most cases, units will not occupy a road net hex or a railroad net
hex.Theytracesupply“crosscountry”toaSupplySource,ortoa
hex in a road or railroad net leading back to a Supply Source.
6. A unit cannot trace an LOC:
a. across non-frozen lake or unfrozen major river hexsides without
a bridge or friendly bridge unit.
b. through a non-road or railroad swamp hex in Dry or Mud weather.
A swamp hex may have roads in it, but if they cannot be used to
trace an LOC, the hex cannot be a part of the LOC (the road or
railroad must enter the swamp hex from a hex in the LOC and
exit into a hex in the LOC).
c. through a hex with an enemy Strongpoint (LOC can, however, betraced from a unit in this hex).
d.acrossanon-destroyedenemyfortiedlinehexside[18.11].
6. LOC Length. Normally, a LOC is traced through no more than
seven contiguous hexes (do not count the hex the unit occupies) to
a Supply Source, road net hex, or railroad net hex. Reduce the LOC
lengthtovecontiguoushexeswhen:
a. tracing the LOC along a road or railroad through any swamp hex
during Dry weather.
b. tracing the LOC through a marsh hex during Dry weather.
a. The Climate Condition corresponds to one of the columns on
the scenario weather table. The Axis Player uses this column when
making the weather die roll.
b. Where there is a (+1) or (+2) DRM in the Game Turn Box apply
that DRM to the Axis Player’s weather die roll for that turn.
5. The Scenario Weather Table
a. Each scenario weather table can have up to four climate condi-
tion columns (Dry, Mud, Frost, and Snow). Each climate conditionrepresents a seasonal weather pattern named for the predominant
weather condition normally experienced.
b.Eachclimateconditioncolumncancontainuptoveweathercon -
ditions (Dry, Mud, Frost, Snow, and Arctic) in varying proportions.
Each box in the column contains one of the weather conditions. There
will be a predominant weather condition in each climate condition
column. For example, in a Frost climate condition column, the most
frequently occurring weather condition would be Frost, with Dry,
Mud, Snow, or Arctic conditions occurring less frequently [as they
actually might during a late fall or early winter time frame].
5.3 Weather Determination
a. The Axis Player rolls the die, applies any DRM, and indexesthe numerical result with the corresponding line on the applicable
climate condition column. This result is the weather condition for
the entire turn.
b. The weather condition applies to all maps being used for the
scenario.
c. Certain results on the Weather Table include Storm in addition
to the given weather condition. Storm lasts for the entire turn, but
is not a weather condition. Storm supplements the current weather
condition primarily by affecting Air Unit Readiness [9.12] and
otillas[23.34].
5.4 Lingering Mud. The effects of Mud can extend beyond the turn
inwhichMudrstoccurs.OnanyDryweatherturnimmediatelyfollowing a Mud weather turn, continue to apply all Mud effects in
hexes containing woods terrain.
Exception: Super-heavy artillery units cannot use road movement
on any minor road hex affected by Lingering Mud.
5.5 Lingering Snow or Arctic Conditions. The effects of Snow
orArcticweathercanextendbeyondtheturninwhichtheyrst
occur.
a. Lingering Snow. If Frost weather occurs in a turn immediately
following Snow, apply Snow effects. It takes two consecutive turns
of Frost results to change Snow weather to Frost.
EXAMPLE: On GT 79 the Climate Condition is Frost. The weather
die roll yields a weather result of “S” (Snow) for the current turn.
OnGT80,thedierollprovidesaresultof“ST”,whichmeansthe
weather condition for the turn is still Snow, but now with Storm
added.
OnGT81,thedierollresultsin“Frost.”However,becauseittakes
a second consecutive Frost result to change Snow weather to Frost
weather, the weather condition remains Snow for this turn. If the
weather die roll on GT 82 also results in Frost, then the weather
will change to Frost.
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5 BARBAROSSA: Crimea
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c. tracing the LOC through a woods hex when Lingering Mud ap-
plies [5.14].
d. weather is Mud, Snow, or Arctic.
6.3 Road Nets
6.3 A road net is any continuous series of connected main road
or motorway hexes, not more than 21 hexes in length, which leads
either to a friendly Supply Source or to a railroad hex which forms
part of a friendly railroad net.
6.3 Reduce road net length to 15 hexes when weather is Mud,
Snow, or Arctic.
6.4 Railroad Nets
A railroad net is any continuous series of connected railroad hexes
of unlimited length that leads to a friendly Supply Source. The Axis
railroad net cannot include any Soviet Rail Cut markers, and every
railroad hex in the net must be converted to Axis use. The Soviet
railroad net cannot include Rail Cut markers or enter a hex with an
Axis Railhead marker.
Note: The game maps do not show railroad lines running through
cities or major cities. Every city or major city hex does count as arailroad hex for purposes of rail movement and rail conversion.
6.5 Supply Sources
Note: Most map-edge hexes are not Supply Sources.
6.5 Soviet Supply Sources are any friendly major city hex or any
friendly railroad, main road, or motorway map-edge hexes that
are designated as Supply Sources in the scenario instructions [see
Playbook].
Note: A Soviet major city (single or multi-hex) functions as a Sup-
ply Source unless surrounded by Axis combat units or their ZOCs
(unable to trace a land Supply Route to another Soviet major city
in supply, or map-edge Supply Source, or Soviet port able to traceGeneral Supply by sea [6.54]). When surrounded, a Soviet major
city no longer functions as a Supply Source for any Soviet units
that can trace a Supply Route to it, unless allowed by scenario
instructions.
6.5 Axis Supply Sources are any main road, motorway, or railroad
map-edge hexes designated as Supply Sources in applicable scenario
instructions [see Playbook].
Note: Axis Base Units [6.9] are not Supply Sources. They must
trace a Supply Route to serve as a placement hex for Axis MSUs
and Supply Dumps.
6.53 Both players can use Mobile Supply Units (MSUs) or Supply
Dumps as temporary one turn Supply Sources. During the SupplyDetermination Phase an MSU or Supply Dump [6.8] can be used
as a temporary, one turn Supply Source for units or stacks in up to
vehexes.EachhextracesanLOCnottoexceedvehexestothe
MSU or Supply Dump being used. Remove one MSU, or turn a
Supply Dump to its MSU side. Once the supply counter is turned
or removed, the Out of Supply or Emergency Supply markers on
theveeligiblehexesarealsoremoved.Allcombatunitsthat
were under those markers are now back in General Supply for the
remainder of the turn. Bridge units can be placed on any of these
hexes. Even if the hexes subsequently revert to Emergency Supply
or Out of Supply, the bridge unit can remain [23.22c].
6.54 Soviet and Axis Ports. General Supply can be traced by sea
from a port thereby adding a fourth possible component to a Supply
Route. There is no limit to the length of the sea portion of a Supply
Route. Refer to the Playbook for the number of units able to trace
General Supply through each type of port. Scenario rules provide
further instructions about tracing supply by sea.
6.6 Supply State Determination
6.6 After tracing Supply Routes, units will be either:a. In General Supply, or
b. Out of General Supply, but using Emergency Supply (hereafter
called Emergency Supply), or
c. Out of General Supply (Out of Supply)
Note:A unit judged Out of Supply during the Supply Determination
Phase remains Out of Supply for the rest of the turn, even if it moves
to a location where it could be in General Supply.
6.6 A unit is in General Supply if it can trace a Supply Route dur-
ing the Supply Determination Phase. If the unit has an Emergency
Supply or Out of Supply marker, remove the marker now.
6.63 If a unit was in General Supply, but cannot now trace a Sup-ply Route, it is in Emergency Supply. Place an Emergency Sup-
ply marker on the unit. A unit with an Emergency Supply marker
suffers no adverse effects. It is treated as in General Supply. An
Emergency Supply marker does not prevent attacker or defender
artillery from contributing its support strength to a declared combat
[14.2 and 15.4].
DESIGN NOTE: Units are using reserve stocks to remain combat
effective.
6.64 A unit is Out of Supply if:
a. It has an Emergency Supply marker and it still cannot trace a
Supply Route (turn the Emergency Supply marker to its Out of
Supply side), orb. It has an Out of Supply marker and can still not trace a Supply
Route (the Out of Supply marker remains on the unit).
6.7 Out of Supply Effects
6.7 Reduce the printed Movement Allowances of combat units
by 2 MPs in each Movement Phase (prior to halving or applying
weather effects).
Exception: Cavalry units are not affected [they depended very little
on fuel for mobility].
6.7 Out of Supply motorized units cannot Overrun [11.42e], con-
ductInltrationMovement[11.54],ReactionMovement[14.11b],
or One-Hex Movement [11.94].
6.73 German Panzer and Motorized divisions cannot use the Panzer
Division Integrity Bonus [15.68], unless placed in Attack Supply.
6.74 Artillery units cannot use their support strengths when de-
fending, and cannot do so when attacking unless placed in Attack
Supply.
6.75 The attacker applies a (–1) DRM when the defending force
includes any unit with an Out of Supply marker.
6.76 Strongpoint Deterioration. Non-occupied friendly Strong-
point markers which are not adjacent to a friendly unit and are judged
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6 BARBAROSSA: Crimea
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Supply Dump side and remove the other from play.
Note: Players should use this procedure to accumulate extra
Attack Supply in one place and to free an MSU for use on a
later turn.
2. Base Unit Removal [6.95] creates one Supply Dump for each
Base Unit removed.
c. On-map Supply Dump conversion. A player can, during his
friendly Movement Phase, turn a two-ASP Supply Dump to its
one-ASP MSU side and move it. The other ASP in the Supply
Dump is lost.
Note:Thisisaveryinefcientwayofgettingsupplytowhereitis
needed, and should not be used often.
6.84 MSUs. There are two types of MSUs in the counter mix. Those
MSUs with an orange movement allowance of 8 (trucks) move with
the same movement point penalties as a motorized unit (but do not
have the Motorized Movement phases); those with a movement al-
lowance of 4 (wagons) are the same as non-motorized units. Both
types move only in the friendly Movement Phase and both can use
Strategic Movement.
a. Normal Entry. MSUs enter the map during the friendly Move-ment Phase through friendly road, rail or motorway map-edge hexes
designated as Supply Sources [see Playbook].
b. MSUs can be placed on Axis Base Units [6.9] during the friendly
Movement Phase, up to the ASP limit per turn per Base Unit, and
then move by road movement, off-road movement, or Railroad
Movement if Rail Capacity allows.
c. Air Entry. If an Air Transport mission is available, one newly
created MSU can be placed in the Ready Box of the Air Unit Status
Card for map entry during friendly Air Transport [11.72]. The MSU
cannot move on the turn placed on-map, but can be expended.
Note: During Mud turns, if the MSU is transported to a town hex,
an engineer unit must be present.
d. Soviet Major City Placement. The Soviet Player can place one
newlycreatedMSUinanymajorcitythatqualiesasaSupply
Source (multi-hex major cities still receive only one MSU per turn)
during the Soviet Movement Phase [6.51]. After placement, these
MSUs can move normally. A friendly Soviet major city surrounded
by Axis combat units or their ZOCs cannot serve as a placement hex
for newly arriving MSUs.
6.85 For expenditure of ASPs in combat, see 15.3 and 15.56.
6.9 Axis Base Units
The deeper Axis forces advanced into the Soviet Union,
the worse their supply situation became. Pre-war plan-ning had envisioned pauses for logistic forward-basing.
The collapsing supply system mandated such halts in
each Army Group. Axis Base Units represent the forward relocation
of the logistics structure to sustain the frontline troops.
6.9 Place each Base Unit according to scenario instructions. Once
placed, the Base Unit cannot move (or retreat after combat).
6.9 Each Base Unit has an inactive side and an active side. A Base
Unit changes from inactive to active status according to scenario
instructions. Regardless of status, each Base Unit has a stacking
value and defense strength but no movement allowance. A Base
to be out of General Supply have Emergency Supply markers placed
on them. During the next Supply Determination Phase, remove any
such Strongpoint marker still judged Out of Supply.
6.8 Attack Supply
Sustaining an attack required stockpiling and expending huge
ordnance tonnages. Any attack made without all attacking units in
Attack Supply adds a (+2) DRM to the attacker’s combat die roll.
If an asterisk (*) combat result occurs for any attack made withoutAttack Supply, the attacking force must lose one additional step
over the printed combat result (cumulative with any other possible
asterisk loss conditions [16.3]).
6.8 Attack Supply for both sides is provided by Attack Supply
Points. During the Supply Determination Phase, both players consult
the scenario instructions and their Attack Supply Charts to determine
the number of Attack Supply Points (ASPs) they receive for that turn.
ASPs can only enter the map in the form of Mobile Supply Units
[6.84] or Supply Dumps [6.83]. One available ASP creates one MSU.
Two available ASPs create a Supply Dump. MSUs and Dumps are
representedbysupplycounters[6.82].Ifinsufcientsupplycounters
are available, then excess ASPs are lost. ASPs cannot be accumulated
off-map. Players cannot have more supply counters in play at anyone time than those provided in the counter mix.
6.8 Supply Counters. Both
sides have a limited number
of supply counters; the limit
will vary with each scenario
[see Playbook]. Each supply counter has sides that correspond to
the number of ASPs that the counter represents. The front side of
a supply counter is a Mobile Supply Unit (MSU), containing one
ASP. The reverse side of the supply counter is a Supply Dump
that contains two ASPs. A supply counter can never contain more
than two ASPs. A supply counter has no combat strength (it is not
acombat“step”)andisimmediatelyremovedifitisaloneina
hex when an enemy unit declares combat against it or enters its
hex. It cannot enter an enemy ZOC unless a friendly combat unit
occupies that hex. Supply counters cannot be captured. MSUs can
retreat; Supply Dumps cannot retreat. When removed from play by
expenditure or enemy action, the supply counter is again available
for play next turn [it represents food, fuel, and munitions; not men
and equipment]. A supply counter cannot be judged Out of Supply,
regardless of its location.
6.83 Supply Dumps. Supply Dumps cannot move by themselves.
They are moved only by Railroad Movement [11.1].
a. Map entry
1. If Rail Capacity allows, Supply Dumps enter the map duringthe friendly Movement Phase through any friendly map-edge
railroad hex that has been designated as a Supply Source by
the scenario instructions [see Playbook].
2. Supply Dumps can be placed on Axis Base units [6.93] during
the friendly Movement Phase, up to the per turn ASP limit per
Base Unit. They then can move by Railroad Movement if Rail
Capacity allows.
b. On-map Supply Dump creation
1. A player can, at the end of any phase and in any hex, combine
two MSUs in the same hex to create a two-ASP Supply Dump.
In this case, turn one (owning player’s choice) MSU over to its
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7 BARBAROSSA: Crimea
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This“extra”Strongpoint,however,canonlybeplacedoneither
a friendly city or within four hexes (three hexes intervening) of a
friendly major city hex. A Strongpoint is lost if not placed on the
turn received. Strongpoints cannot be accumulated. Non-Op Soviet
HQs prevent regular Strongpoint placement, but have no effect on
“E”Strongpointplacement[22.25a].
7. Type I Replacements
a. The number shown is the numberof Type I (Infantry) Replacement
Points (RPs) received. The Soviet
Player records these points by ad-
vancing his Infantry Replacements marker one space on the Soviet
Loss/Replacement Track for each point received. He can save these
points from turn to turn, but if the Replacements marker cannot be
advanced further on the Loss/Replacement Track, the excess RPs
are lost.
b. Militia. After the Soviet Player has added any Type I RPs to the
Loss/Replacement Track, the Soviet Player can remove any on-map
Militia units [22.61] that are:
• on their Tried sides, and
• are in General Supply, and
• are not in an Axis ZOC
For each step removed from the map, increase the Soviet Type I RP
total on the Loss/Replacement Track by one point. Place removed
Militia units in the Cannot Rebuild Box.
c. Zap Units
1. A Zap unit already on-map, at any town, city, or
major city that is in General Supply, can be used
to recreate a unit currently in the Cadre Box and
requiring Type I replacements. Remove the Zap unit from the
map during the Replacements Phase, then take the rebuilt unit
from the Cadre Box and place the rebuilt unit at the Zap unit’sformer location (placement not to exceed stacking limits). Place
a Do Not Move One GT marker on it. Remove that marker
during the Soviet Engineering Phase.
2. An on-map Zap unit can provide a Type I replacement step to
an eligible reduced on-map unit. The reduced unit cannot move.
Place a Do Not Move 1 GT marker on it. The reduced unit can
be at any location on the game map, can be in an enemy ZOC,
and does not have to be able to trace supply. Move the Zap unit
intothehexcontainingthereducedunit(musthavesufcient
MPs and cannot exceed stacking). Increase the reduced unit by
one step and place the Zap unit in the Cadre Box.
3. Always place a Zap unit in the Cadre Box, regardless if used
as a replacements step, eliminated in combat, or surrendered.When these units are rebuilt during the Replacements Phase,
place them in the Active Box.
d. The Soviet Player spends RPs to advance units on the Unit Re-
building Card as follows:
1. From the Eliminated Box to the Cadre Box: One Type I RP
moves any one unit of any type.
2. In all other cases – moving a unit from the Cadre Box to the
Active Box, or strengthening a unit in the Active Box or on
map: One Type I RP moves or replaces any one step of any
one unit of the following unit types:
Unit controls the hex it occupies, exerts a ZOC, and counts as a
single step for combat loss purposes. A Base Unit also counts as a
Garrison step.
6.93 So long as a Base Unit is able to trace a Supply Route, it allows
ASPs in the form of Supply Dumps or MSUs to be placed on the
hex it occupies rather than entering through a map-edge hex. The
number of ASPs per Base Unit is determined according to scenario
instructions.
6.94 Removal. Remove a Base Unit from play:
• As a result of combat or Overrun, or
• By voluntary removal [6.95]
6.95 Voluntary Removal. During the Supply Determination Phase
the Axis Player has the option to remove a Base Unit from play if
it cannot trace a Supply Route. If removed, the Axis Player places
one 1-2-5 German RSC (the Base personnel) and one Supply Dump
on the hex formerly occupied by the Base Unit. This Supply Dump
does not count against that turn’s ASP limit [it represents on-hand
stocks of supplies already available at the Base Unit]. The Supply
Dump can be converted to an MSU [6.83c], or used as temporary
one-turn Supply Source [6.53]. If the Base Unit is removed, it cannotreturn to play, and the Axis Player loses the ability to place MSUs
and Dumps at that location [the Axis Player should remove it only
in extreme emergencies].
7.0 Receiving ReplacementsBoth players receive Replacement Points (RPs) if allowed by scenar-
io instructions. RPs represent manpower and equipment forwarded
to combat units to replace combat losses, or to rebuild formations
destroyed in combat. RPs are received during the Replacements
Phase but each side generally spends them only during their respec-
tive Engineering phases [see Sequence of Play].
7. Soviet Replacements7. The Soviet Player receives most Replacement Points randomly
from the Soviet Replacements Tables. Scenario instructions specify
which table to use, and which turns to use them.
7. Each Soviet Replacement Table has separate columns listing:
Fortications,TypeI Replacements,OtherReplacements, and
Special Events.
a. The Soviet Player rolls the die, adds any DRMs for Mud, Snow
or Arctic weather [a (+1) DRM], and unexecuted Mandated Attacks
[a (+1) DRM for each unexecuted Mandated Attack], and locates
this number on the die roll column.
b. Cross-index this number with the four replacement category boxeson that line. Any box containing a number and/or a letter provides
a replacement type or an event.
7. Soviet Replacements Categories
Replacements are received immediately, but usually are set-aside
before they are spent during the Soviet Engineering Phase.
7.21 Fortifcations. The number shows the number of Strongpoint
Under Construction markers the Soviet Player can place during his
EngineeringPhase.Ifan“E”resultisincluded,theSovietPlayer
receives an additional Strongpoint Under Construction marker.
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b. Armored train RPs are received on the Set-Up Cards. Each point
can be used for an NKVD or Army armored train unit. The point is
used in the Replacements Phase or it is lost. Place any newly rebuilt
NKVD armored train unit seven turns ahead of the current turn on
the Turn Record Track, and enter it as a normal reinforcement on that
turn. Army armored train units go normally to the Active Box.
7.6 Special Events. The Soviet Player receives outside aid (or
interference) when code letter M, R, or S is received:
Note: Special Event letters M, R, and S indicate a single occur-
rence of that event. Multiple occurrences of the same event for the
same turn are indicated by a number, such as 2 or 3, along with the
code letter.
a. Code Letter M (Mandated Soviet Attack): From time to time
Stalin ordered special attacks. These are Mandated Attacks. One
Mandated Attack accrues to the Soviet Player each time an M code
is received (when allowed by scenario instructions). For each Man-
dated Attack received, move the Mandated Attacks Not Yet Made
marker one space along the Soviet Loss/Replacement Track.
1. A Mandated Attack [12.4] can be made any turn, and need not be
madeduringthesameturnitrstbecomesrequired.MandatedAttacks can be accumulated, and more than one attack can be
made in a single turn. A Mandated Attack cannot be made before
being received.
2. The Soviet Player will be penalized for not making Mandated
Attacks in a timely fashion. Any turn where the Axis Player
newly captures a scenario victory point location and still holds
it at the end of the Soviet Player Segment, all Mandated Attacks
not yet made are converted during the Game-Turn Interphase
into Victory Points [see Victory Point Schedule] for the Axis
Player.TheVPTrackisadjusted,andthe“MandatedAttacks
Not Yet Made” marker is placed in the zero box of the Soviet
Loss/Replacement Track.
3. During the Soviet Replacement Phase, each accumulatedMandated Attack becomes a (+1) DRM to the Replacement
Die Roll.
EXAMPLE: two “Mandated Attacks Not Yet Made” becomes
a (+2) DRM.
b. Code Letter R (Reinforcement Pool or Garrison Hex Release):
If this code letter is received, the Soviet Player can:
1. Choose one Soviet Special Reinforcement Pool Group [if avail-
able or eligible for Release; 8.3], or
2. Release all units on any one Soviet Garrison hex. Released
unitsmoveandghtnormally[22.82d].
3. If more than one R result is received, the Soviet Player can
choose to receive a combination of Special Reinforcement Pool
Groups and release Garrison hexes up to the number of results
received.
c. Code Letter S (Additional Supply): If the Soviet Player receives
this code letter:
1. He can remove the Emergency Supply or Out of Supply marker
from any one unit or stack as desired. The unit or stack is now in
General Supply for the remainder of the turn, or
2. He receives one additional ASP this turn.
3. In all other cases—moving a unit from the Cadre Box to the
Active Box, or strengthening a unit in the Active Box or on
map: Two Type I RPs move or replace one step of any one unit
of the following unit types:
7.3 Rebuilding NKVD Units. During his Engineering Phase, the
Soviet Player can rebuild any type of NKVD unit using Type I RPs
[except NKVD armored trains; 7.25]; however:
a. Only one NKVD unit per turn can be rebuilt or strengthened.
b. Any NKVD unit in the Eliminated Box that receives one Type I
RP moves immediately to the Cadre Box.
c. For any NKVD unit in the Cadre Box receiving one (or two)
Type I RPs:
• If it is a one step NKVD unit, place it seven turns ahead of the
current turn on the Turn Record Track (TRT). It can enter as anormal reinforcement on that turn.
• If it is a multi-step NKVD unit, place it seven turns ahead on
the current turn on the Turn Record Track (TRT) at its reduced
strength level, or keep it in the Active Box until completely
rebuilt and then place it seven turns ahead on the TRT.
• An NKVD unit cannot return to the map until it has completed
seven turns on the TRT.
7.4 Other Replacements. Presence of a replacement code letter
(A or V) in this column provides one of the following:
a. Armaments (Code letter A):
These points represent tanks or
heavy weapons. The Soviet Playerreceives one point to replace/re-
build one step of the following
unit types:
The Soviet Player cannot save these points. If not spent in the En-
gineering Phase of the turn received, the point is lost. The Soviet
Player should note the receipt of the point; there is no Armaments
Replacement marker.
b. Aircraft (Code Letter V). The Soviet Player receives one point
to move one Soviet air unit from the Destroyed or Damaged Box
(Soviet Player option) immediately to the Ready Box on the Soviet
Air Display (The newly reformed air unit is not subject to the current
turn’s Air Readiness check unless it is a Storm turn). This point islost if there are no air units available in the Destroyed or Damaged
boxes. It cannot be saved for use on a later turn.
7.5 Armored Trains
a. Regardless of how an armored train unit is lost, always place the
eliminated armored train unit in the Cadre Box [exception to 16.24
and 16.43].
DESIGN NOTE: When an armored train unit is rebuilt, very few
personnel are required; the main component required is the new
train.
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turn. Units cannot receive an RP if in an enemy ZOC, or if unable to
trace a Supply Route to a Supply Source [6.51 and 6.52].
Exception One: Soviet major cities [7.42].
Exception Two: Zap units replacing step losses [7.22c2]
7.4 Soviet Replacements in Soviet Major Cities
a. Due to sheer size, surrounded Soviet major cities [6.51, Note] still
internally generated some resources to replace losses. During his
Engineering Phase, the Soviet Player can spend some of his available
RPs (of any type) for a major city as determined by the number of
its hexes that are Soviet controlled, as follows:
Number of Hexes Max # of RPs
1 or 2 0
3 or 4 1
5 or 6 2
7 or more 3
b. A unit must occupy a major city hex to receive a RP. The Soviet
Player can spend allowed RPs to move units from the Cadre Box
to major city hexes, subject to stacking limits.
c. NKVD. As an exception to the NKVD replacement procedure,only one NKVD unit in the Cadre Box can be placed in a major city
hexbyspendingaTypeIRPduringthersttimethatmajorcity
is surrounded [the unit represents mobilizing the NKVD personnel
policing the major city for combat duty]. If surrounded a second time
(or more) no more NKVD units are available while surrounded.
7.43 The Unit Rebuilding Chart
This chart depicts the amount of rebuilding necessary to make units
combat-worthy again. Those units that can never be rebuilt go to
the Cannot Rebuild Box. The other three unit status boxes on the
chart range from Eliminated (lowest) to Active (highest). Units
move from lower boxes to higher boxes, one box per turn, as they
receive replacements.
Note: UR/MG units removed from the map for any reason go to
the appropriate box of the Unit Rebuilding Chart and re-enter play
through the normal replacement process. They no longer go back to
the opaque cups for drawing at random for re-entry into play.
a. The Eliminated Box. Units in this box have lost most of their
troopsandequipment.OneTypeIRPwillprovidesufcientper -
sonnel to move any one eligible unit up to the Cadre Box [Refer to
Unit Rebuilding Chart].
b. The Cadre Box. Units in this box have lost some of their troops
and much equipment, but can be rebuilt fairly quickly. One (or two)
RPs will move one unit of the appropriate unit type to the Active
Box or the map [7.43c].
Exceptions: Most Soviet NKVD units and NKVD armored train
units [7.23 and 7.25] and Soviet units rebuilt in surrounded Soviet
major cities (7.42).
c. The Active Box. Units arrive on their one-step strength level. They
can enter the game map the next turn as reinforcements, or remain
in the Active Box for as long as desired. Units remaining in the Ac-
tive Box can regain one step per turn by spending one (or two, as
required) RP(s). Soviet Non-Op HQs in the Active Box can roll for
recovery of Operational Status. Their Non-Op status does not affect
any other units anywhere on the Unit Rebuilding Chart.
3. If more than one S result is received, the Soviet Player can choose
to remove a combination of Emergency or Out of Supply markers
and receive additional ASPs up to the number of results received.
7.3 Axis Replacements
TheAxisPlayerreceivesTypeI,A,andAirRPsasspeciedon
scenario set-up cards. There is not an Axis Replacements Table.
7.3 Infantry (Type I) RPs. Record points received on the Axis
Loss/Replacement Track using the Axis Infantry Replacements
marker. If the marker cannot be advanced, the excess RPs are lost.
These points are spent in the Axis Engineering Phase; those not
spent can be saved for use on a later turn.
a. The Axis Player spends RPs to advance units on the Unit Rebuild-
ing Card as follows:
1. From the Eliminated Box to the Cadre Box: One Type I RP
moves any one unit.
2. In all other cases—moving a unit from the Cadre Box to the
Active Box, or strengthening a unit in the Active Box or on
map: One Type I RP moves or replaces any one step of any
one unit of the following unit types:
3. In all other cases—moving a unit from the Cadre Box to the
Active Box, or strengthening a unit in the Active Box or on
map: Two Type I RPs move or replace one step of any one unit
of the following unit types:
b. German 1-2-5 Regimental Substitute Counters (RSCs) can be
created at a cost of one Type I RP per RSC [24.5].
7.3 Axis Armament (Type A) RPs. These points can also be savedfrom turn to turn. Record points received using the Axis Armor
Replacement marker on the Axis Loss/Replacement Track. One
Type A point will move one unit from the Cadre Box to the Active
Box or replace one step (any Axis nationality) of the following unit
types either on map or in the Active Box:
7.33 Axis Air RPs. Either spend these points during the Replace-
ments Phase, or lose them. One point moves one air unit (any Axis
nationality) immediately from the Destroyed or Damaged box of theAxis Air Unit Display to the Ready Box. If no air units are available,
or the point is not used, it is lost.
7.4 Spending RPs
7.4 The Axis Player places Receiving Replacements markers onto
on-map units with step losses during his Movement Phase [10.12].
The Soviet Player places Receiving Replacements markers during
his Motorized Movement Phase [10.22]. During the Axis and Soviet
friendly Engineering phases, add one step to each unit marked to
receive replacements and decrease the RPs available by one for each
step added. Units receiving replacements can regain only one step per
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8.3 Special Reinforcement Pool Groups
These are optional groups of units that can be brought into play,
but usually at a Victory Point [25.1] cost. A group enters play as a
normal reinforcement on the turn it is selected.
8.3 Soviet Special Reinforcement Pool Groups. Only after
obtaining an R (or 2R) result on the Soviet Replacements Table is
it possible for the Soviet Player to enter one (or two) Special Rein-
forcement Groups (there may be several available). The option toenter a group can be exercised only on a turn it is available. If no
group is currently available (all have been chosen, or earliest turn
of entry has not arrived) this option is lost. When the chosen group
is removed from the Set-Up Card for entry, adjust the VP Track for
any VP penalty. Some groups have multiple turns of entry. A group
can be chosen if any units are eligible to enter on the current turn.
Remaining group units that enter later are treated as scheduled re-
inforcements [we suggest you place these units ahead on the Turn
RecordTracktoenteronallowedturns].Anadditional“R”result
is not needed to bring these remaining units in, and there is no ad-
ditional VP cost.
8.3 Axis Special Reinforcement Pool Groups. Any group enters
automatically at the Axis Player’s option if it is allowed to enter playthat turn. There is no limit to the number of eligible Axis groups that
can enter on one turn. As the units are removed for entry, adjust the
VP Track for any VP penalty.
8.4 Rebuilt Units
The Unit Rebuilding Chart has an Active Box to hold units rebuilt
from the Cadre Box. These units enter the map as reinforcements
during either movement phase in which they are allowed to move,
by:
a. placement on any supplied friendly city or major city (maximum
one unit from the Active Box per city or major city hex) not in an
enemy ZOC (such units can move normally after placement), or
b. entry through any friendly map-edge hex designated as a friendly
Supply Source, or
c. Soviet Reservists. A Soviet Infantry or Cavalry division in the
Active Box on its one-step side can be placed onto any friendly town
in General Supply and not in an enemy ZOC. It then becomes a Gar-
rison (place a Garrison marker) subject to Garrison Release [22.82].
There is no limit to the number of such divisions that can be placed
during one turn (subject to availability in the Active Box), or on any
one town during the course of the game, but only one can be placed
on a single town per turn (subject to the stacking limit).
DESIGN NOTE: The Soviet Player can already enter one step units
directly into cities and major cities from the Active Box of the Unit
Rebuilding Chart during the appropriate movement phase, or from
the Cadre Box during his Replacements Phase. Soviet Reservists
offers the Soviet Player the added exibility to enter one step in -
fantry and cavalry divisions into towns as reinforcements, but at a
cost—they become garrisons that require release.
d. NKVD. A rebuilt NKVD unit enters from the TRT once the Game
Turn marker advances into the turn on the TRT where the NKVD
unit is located. Place it on-map in the same manner as units from
the Active Box [8.4a, b].
d. The Map (Soviet Only). After spending the appropriate RP(s),
any unit on its one-step strength level or a Soviet ZAP Regiment
can move from the Cadre Box to the map for placement on any
friendly Soviet major city or city (in General Supply and not in an
Axis ZOC) during the Soviet Engineering Phase. There is a limit
of one unit per Soviet city or major city per turn. No movement is
allowed until the next GT.
8.0 Reinforcement/Withdrawal8. Reinforcement Arrival
8. Reinforcements are new units arriving from other off-map areas,
or rebuilt units. Reinforcements enter in a variety of ways. Refer to
Scenario Set-Up Cards for:
a. Turn and entry location of scheduled reinforcements.
b. Availability and entry location of Special Reinforcement Pool
Groups.
8. When a unit enters through a map-edge hex, it pays the terrain
cost for that hex. Entering units can use road, Railroad Movement
[11.1], Strategic Movement [11.3], or Air Transport [11.7].
8.3 Entry of a unit can be delayed at the owning player’s option.
Entry of a unit must be delayed if enemy units occupy all of its
possible entry hexes, or alternating entry hexes with the intervening
hexes in one or more enemy ZOCs.
Exception: Inltrationcapable reinforcementscould entersuch
empty hexes between enemy units.
8.4 Some reinforcements are placed directly on the map (usually
a town, city, or major city hex). To place that reinforcement on
the designated hex, the hex must be friendly, in General Supply,
and not in an enemy ZOC [major city hexes are not affected by
enemy ZOCs]. Entry is delayed until the hex meets all placement
qualications.
8.5 Reinforcements are in General Supply during the turn of
entry.
8.6 HQ units do not function in any manner until they have en-
tered the map. Once on the map, they have no effect on units that
are still off-map.
8. Scheduled Reinforcements
8. The turn designated for a group of reinforcements is the earli-
est turn it can enter. Non-motorized, orange MA, and green MA
reinforcements arrive and enter play during the friendly Movement
Phase. Motorized units can enter either in the friendly Movement
Phase or the friendly Motorized Movement Phase.Note: Due to differing sequences of play, Axis motorized units obtain
maximum movement when entered during their friendly Movement
Phase, while Soviet motorized units move farthest when entered
during their Motorized Movement Phase.
8. Scheduled reinforcements cost no VPs.
8.3 Air units entering as reinforcements go directly to the Ready
Boxunlessspeciedotherwise.AirunitsgoingtoReadyBoxesdo
not check for readiness unless it is a Storm turn. Air units going to
Flown or Damaged boxes do check for readiness unless scenario
instructions specify otherwise.
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8.5 Untried Soviet Militia
8.5 Some Soviet Militia counters have a printed reverse
side showing unknown values. The Untried side of each
Militia unit has the name of the Soviet city/major city
or region where it was raised. These are Untried Militia
units [22.62].
8.5 Place these units in an opaque cup for random drawing and
placement as At Start or Reinforcement units. Any units remainingnot drawn are set aside on their Untried sides and not used. At Start
unitssetupasspeciedonthescenarioSet-UpCards.Reinforcement
Militia units are placed in play during the Reinforcement Phase on
their Untried sides.
8.53PlaceeachUntriedMilitiaunitonorwithinvehexesofa
designated placement city hex (do not count the city hex, but do
count the hex of placement). Untried Militia units cannot be placed
in an Axis ZOC.
8.54 All Militia units removed from the map for any reason do not
go back into the opaque cup, but are placed instead on the Soviet
Unit Rebuilding Chart in the Cannot Rebuild Box.
8.6 Soviet UR/MG Units
Place all UR/MG units in the counter mix in an opaque cup. Unless
specieddifferentlybyscenarioinstructions,theseunitsareplaced
randomly and Untried in the At Start or Reinforcement sections of
thescenarioSet-UpCardswherespecied.AnyexcessUR/MGunits
still in the opaque cup are set aside unused on their Untried sides.
8.6 Each At Start UR/MG unit is placed Untried at start on the
hexspecied.
8.6 Each reinforcement UR/MG unit enters play during the Soviet
Movement Phase, and is placed Untried:
a. On any friendly Soviet major city or city hex (in General Supply),
or
b.Onany completedSovietforticationhex inGeneralSupply,
orc.OnthehexspeciedontheSet-UpCard.
8.63 Restrictions. UR/MG units cannot be placed in any hex already
containing a UR/MG unit and cannot be placed in an Axis ZOC.
8.64 UR/MG units removed from the map for any reason are placed
on the Soviet Unit Rebuilding Chart where they can return to play
through the normal replacement process as Tried units.
Note: The procedure found in earlier game editions of returning
UR/MG units to an opaque cup to be redrawn for re-use is no
longer used.
8.7 Withdrawals
A Set-Up Card may indicate that units should be withdrawn.
8.7 During the Reinforcement/Withdrawal Phase remove from the
map those units designated that turn to withdraw. Units withdraw
at the strength shown on the Set-Up Card. If the unit is not at that
strength, then the owner deducts the necessary steps from accu-
mulated replacements steps of the appropriate type, or he reduces
Reinforcement Arrival Chart
Phase Entering Unit From Placement MA Ref
Axis Movement All Set-Up Card Per Set-Up Card Full 8.11
Any Active Box Map edge/city/major city Full 8.4
Axis Mot Movement Axis Mot and Cav Set-Up Card Per Set-Up Card Half 8.11
Axis Mot and Cav Active Box Map edge/city/major city Half 8.4
Axis Engineering Any Cadre Box Active Box N/A 7.43b
Any Elim Box Cadre Box N/A 7.43a
Soviet Replacements One step Non-mot unit Cadre Box Replace ZAP unit town/city/major city None 7.22c1
>>Soviet Mot Movement Sov Cav Set-Up Card Per Set-Up Card Half 8.11
(incl NKVD) Sov Cav Active Box Map edge/city/major city Half 8.4
Sov Mot Set-Up Card Per Set-Up Card Full 8.11
Sov Mot Active Box/TRT Map edge/city/major city Full 8.4
Soviet Movement Sov Non-Mot&Cav Active Box/TRT Map edge/city/major city Full 8.4
(incl NKVD) Sov Mot Active Box/TRT Map edge/city/major city Half 8.4
ZAP Rgt On Map Move to Eligible unit; place Zap Full(ZAP) 7.22c2
unit in Cadre Box: unit gains one step
Soviet reservists Active Box One per Town w/Garr marker None 8.4
Any one-step Cadre Box City/Major City None 7.43d
Soviet Engineering Any NKVD Cadre Box Multi-step: Active Box or TRT None 7.23c
One-step: TRT None 7.23c
Any Cadre Box Active Box N/A 7.43b
Any Elim Box Cadre Box N/A 7.43a
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Note One: During the Movement and Motorized Movement phases,
Out of Supply markers do not prevent unit movement.
Note Two: Fractions are retained when printed MAs are halved or
increased because the unit may use road movement or move through
cities and major cities.
0. Friendly Movement Phase
0. For Soviet and Axis unit types allowed to move during their
respective friendly Movement phases, refer to the Movement PhaseChart on the 11x17 Chart Card.
0. Axis units receiving replacements cannot move during the
entire Axis Segment. Designate them at the beginning of the Axis
Movement Phase by placing Receiving Replacements markers on
them. Feel free to make more of these markers as needed. Remove
markers or realign units during the Game Turn Interphase.
0.3 The following specialized forms of movement are allowed
during the Soviet or Axis Movement phases:
a. Railroad Movement. The MA for combat units, MSUs, and Sup-
ply Dumps conducting Railroad Movement is sixty (60) connected
friendly rail hexes [11.1]. Railroad artillery (in mobile mode) and
armored trains move at their printed MAs.
b. Flotilla Movement. Flotillas can move through up to sixteen
connected major river, coastal, or sea hexes. Axis Air Interdiction
canreduceaotilla’smovementrate[11.2].
c. Strategic Movement. Any eligible unit with an MA greater than
zero moves at one and one half times its normal MA [11.3].
d. Overrun Movement. Axis and Soviet motorized units and stacks
(and Soviet cavalry units) may qualify for Overrun [11.4].
e. Infltration Movement. Axis motorized units with an MA of
seven or greater can spend their entire MA to move directly from
one enemy ZOC to another, when not prohibited by weather, terrain,
or supply. Soviet motorized units cannot conduct this movementduring the Soviet Movement Phase [11.5]. Soviet and Axis cavalry
unitswithyellowMAof6canalsoconductInltrationMovement
during their respective Movement phases.
f. One-Hex Movement. A unit may be able to move one hex even
ifitlackssufcientMPstodoso[11.9].
g. Reinforcements. All Soviet (except for UR/MG units) and Axis
reinforcements enter the map and move during their respective
friendly Movement phases. Soviet and Axis non-motorized, orange
MA and green MA combat units, MSUs, and Supply Dumps can
only enter during their respective Movement phases.
0.4 Specialized forms of movement allowed during the Soviet
Movement Phase:
Soviet Armored Train Movement. Armored trains move through
up to forty-eight (48) connected friendly railroad hexes if moved
during this phase. Axis Interdiction can reduce an armored train’s
movement rate [11.15].
0. Motorized Movement Phase
0. For Soviet and Axis unit types allowed to move during their
respective Motorized Movement phases, refer to the Movement
Phase Chart on the 11x17 Card.
units of the same type currently on the game map, step-for-step. If
a withdrawing unit is currently in the Cadre or Eliminated box, the
owning player either withdraws another on-map unit with the same
unit type symbol and at least equal attack and defense strengths, or
he pays one VP (which cancels that withdrawal).
8.7Anyairunitofthetypedesignatedforwithdrawalwillsufce.
The air unit can come from the Ready, Flown, Damaged or Destroyed
boxes [even though the planes have been destroyed, the air and
ground crews are available to redeploy]. Remove the air units from
the Air Unit Display during the Reinforcement/Withdrawal Phase.
8.73 A player can choose to cancel the withdrawal of any unit, but
pays one VP for each unit not withdrawn.
Note: The Active Box on the Unit Rebuilding Chart can be a handy
place to store newly received Strongpoints, supply units, scheduled
reinforcements, and special Reinforcement Pool Groups. Enter these
units and markers in the applicable phase. Although this is a good
waytohaveeverything“inoneplace,”playersmaystillhavealot
of referencing to verify entry hexes and map-edges.
9.0 Air Unit Readiness9. Air Readiness
9. During the Air Readiness Phase of the Strategic Segment, roll
one die for each air unit in the Flown Box. If the die roll result lies
within the range (adjust for weather DRMs, which are cumulative)
listed in the Flown Box, move it to the Ready Box. Units that do not
pass the die roll remain in the Flown Box. Do not make Air Readi-
ness die rolls for Dummy air units; they automatically move to the
Ready Box at the end of the Air Readiness Phase. Roll next for all
air units in the Damaged Box. Air units passing the die roll result
move up to the Flown Box. Failing air units remain in the Damaged
Box. Units starting in the Ready Box automatically remain in that
box (unless the weather result includes Storms).
9. On any Storm turn, all air units of both sides that start the Air
Readiness Phase in the Ready Box (including reinforcement and
replacement air units) are immediately placed in the Flown Box.
Each unit must pass the Air Readiness die roll to return to the Ready
Box [see the Air Operations Card].
9.3 Air units in the Destroyed Box do not check for Air Readiness.
They leave the Destroyed Box only through the use of Air Replace-
ment Points or by Withdrawal [8.72].
0.0 Ground MovementEach player can move some or all of his eligible ground units during
the friendly Movement, Motorized Movement, or Reaction Move-
ment phases of each turn.
Important Note: To simulate fundamental differences between the
Axis and Soviet armies, the respective player Segments are not
identical [refer closely to the Expanded Sequence of Play]. Also,
Axis and Soviet units often move at differing rates during some of
these movement phases. For example, Axis motorized units may use
their full Movement Allowance (MA) during the Axis Movement
Phase, but Soviet motorized units move at only half their MA during
the Soviet Movement Phase. Refer closely to the Movement Phase
Chart on the 11x17 Chart Card).
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0. Soviet units receiving replacements cannot move during the
entire Soviet Segment. They are designated before any movement
in the Soviet Motorized Movement Phase. Designate them the same
way as Axis units are designated [10.12].
0.3 Specialized forms of movement allowed during the respective
Soviet and Axis Motorized Movement phases:
• Overrun Movement. Identical to Movement Phase
• Reinforcements. Only Soviet or Axis motorized reinforcementsmay enter and move during their respective Motorized Movement
phases.
• Flotilla Movement
0.4 Specialized forms of movement allowed only during the Soviet
Motorized Movement Phase:
a. Infltration Movement. Soviet motorized units with an MA of
seven or greater can spend their entire MA to move directly from
one enemy ZOC to another. Axis motorized units cannot execute
InltrationMovementintheirMotorizedMovementPhase.
b. Armored Train Movement. Identical to Movement Phase.
Note: Because the Soviet Motorized Movement Phase occurs before
the Soviet Movement Phase, the Soviet Player may want to mark
armored trains that move in the Motorized Movement Phase. The
units can be turned, or Activated markers can be used.
c. Soviet non-motorized unit activation. Soviet in-range HQ’s
with non-interdicted command points can activate one non-motor-
ized unit (including orange MA or green MA units) per command
point. Activated units move up to their full MA. Unless not allowed
by Non-Op Soviet HQs [22.24b], each HQ can also activate one
in-range Guards unit [22.41] at no command point cost (even if
a HQs command rating has been reduced to zero). Place an Acti-
vated marker on each activated unit to indicate no movement in the
Movement Phase. Remove these markers during the Game Turn
Interphase.Note: This section draws upon several later rules sections:
22.11,Command Range; 22.12, Command Range and Activation;
22.22 and 22.24, Non-Op HQ Restrictions; and 13.24, Interdiction
Effects.
0.3 Friendly Reaction Movement Phase
Only Soviet and Axis motorized units can move in this phase. They
move up to only half of their MA [14.1]. Several conditions limit or
prevent Reaction Movement [14.11].
0.4 How to Move Ground Units
Procedure: Move units or stacks one at a time, from hex to adja-
cent hex, tracing a path of contiguous hexes through the hex grid.A unit cannot jump over a hex. Each unit spends a certain number
of Movement Points (MPs) from its Movement Allowance (MA)
to enter each hex or cross certain hexsides. See the Terrain Effects
Chart (TEC) for the cost in MPs for the various types of terrain.
Note One: Movement can be reduced or eliminated entirely by lack
of supply, terrain, weather, interdiction, or enemy ZOCs. Movement
can be increased by using road, Strategic, or Railroad Movement.
Note Two:Advances and retreats [16.5 and 16.4] are not movement.
Advancing and retreating units do not spend MPs.
0.5 Movement Restrictions
0.5 There is no limit to the number of friendly units that can pass
through a single hex during a turn. Stacking limits apply at the end
of any combat, Reaction Movement or Movement Phase.
0.5 A unit can move only once during its Movement Phase. It
cannot exceed its MA in any movement phase [exception: One-Hex
Movement, 11.9]. Units are never forced to move. Unused MPs can-
not be accumulated for later use or transferred to other units.
0.53 Units can move together as a stack. The movement allowance
of the stack is that of the slowest unit in the stack. The moving player
can split up a moving stack by declaring that the stack is splitting.
The stack ceases movement temporarily. The moving player now
moves the units to be split off from the stack to the extent of their
remaining MAs. The moving player returns to the reduced stack and
continues moving it to the extent of the MA of the slowest moving
remaining unit. Splitting off units can occur more than once during
a given stack’s movement. Alternatively, units in a stack can be
“droppedoff”inanyhexthestackenters(agoodwaytoloseslow
units and allow a stack to move farther). Stacks cannot pick up or add
units while moving. Once a stack has ceased moving in a movement
phase, other units can move into its hex (up to stacking limits).
0.54 A friendly unit can never enter a hex containing an enemy
combat unit. It can move through friendly occupied or controlled
hexes (those not in an enemy ZOC) at no extra MP cost.
0.55 Subject to terrain or scenario restrictions, movement (or
retreat) between adjacent maps during game play is allowed. Un-
lessspecicallyallowedbyscenarioinstructions,movementoffa
map-edge (not between maps) is prohibited. Units forced to retreat
off a map-edge are removed from play and placed in the Cadre or
Cannot Rebuild Boxes.
Exception: Regimental Substitute Counters [24.0] and MSUs.
0.56 Scenario instructions may prohibit movement of some unitsduringspeciedturns,ormayprohibitmovementintooroutof
certain map areas. For example, units of one or both sides may not
be allowed to cross national boundaries during certain turns.
0.57 Non-operational Soviet HQs restrict Soviet unit movement
within their Command Range [22.25g].
0.58 Some units pay motorized movement costs, but do not move
in the friendly Motorized Movement Phase or Reaction Phase.
They are:
a. Axis and Soviet super-heavy artillery (green MA) [see 23.41 for
additional movement restrictions]
b. All other Axis artillery and AT units (orange MA)c. All other Soviet artillery, Soviet AT or Soviet AA units (orange
MA)—unless activated by a Soviet HQ to move in the Soviet
Motorized Movement Phase.
d. Soviet and Axis MSUs with an MA of eight (truck symbol and
orange MA)
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0.6 Zone of Control Effects
0.6 Friendly ZOCs do not affect friendly unit movement.
0.6 Enemy ZOCs almost always affect friendly movement. The
twoprimaryexceptionsare:OverrunMovement[11.4]andInltra -
tion Movement [11.5].
0.63 Friendly units can enter enemy ZOCs using all types of
movement except:
a. Strategic Movement [11.3]
b. Railroad Movement [exception: armored trains can enter enemy
ZOCs].
c. Units using Reaction Movement [14.1] can enter an enemy ZOC
only if the hex already contains one or more friendly combat units.
If a friendly unit does not have the necessary MP, it cannot enter
the hex.
0.64 Units entering an enemy ZOC must pay one additional MP.
Exception 1: Reacting units do not pay this additional MP.
Exception 2:InltrationandOne-HexMovementarenotaffected,
because a friendly unit’s entire MA is expended to cover all terrainand ZOC costs associated with moving the one hex.
0.65 Units entering an enemy ZOC stop moving immediately
[exception: Overrun Movement; 11.4].
0.66 Units cannot move directly from one hex in an enemy ZOC
toanadjacenthexalsoinanenemyZOC[exception:Inltration
Movement; 11.5].
0.67 Units can begin their Movement Phase by exiting a hex in an
enemy ZOC, move through one or more hexes not in an enemy ZOC,
and then re-enter a hex in an enemy ZOC if enough MPs remain.
Note: Weather has a major impact on ZOC projection. Refer closely
to the Terrain Effects Chart. Changing weather can allow ZOCs tobe projected across hexsides where it was previously not possible;
for example, during Snow or Arctic weather ZOCs will extend
across major river or lake hexsides. And units can lose the ability
to project ZOCs; for example, during Mud turns motorized units
can only project ZOCs into adjacent city or town hexes and through
hexsides crossed by road or railroad.
0.7 Terrain Effects on Movement
Refer to the Terrain Effects Chart (TEC) to identify all types of map
terrain,andtondtheMovementPointcoststocrossorentereach
terrain feature based upon unit type and weather condition.
0.7 Ground units spend MPs to enter or pass through hexes. They
do not spend MPs to exit hexes. Each terrain type may affect move-ment through hexsides or into hexes.
Note: Generally, a unit’s MA represents the number of clear terrain
hexes it can move through during Dry weather.
0.7 Where a single hex contains more than one type [example:
clear and hill], units not on roads pay the highest MP cost to oc-
cupy the hex [example: In Dry weather a unit not moving on a
road would pay 2 MPs to occupy a hex containing both clear and
hill terrain]. Generally, units using roads pay reduced MP costs to
enter or occupy map hexes. Hex or hexside terrain which carries a
plus (+) sign, adds the indicated number of MPs onto the highest
hex terrain cost when units not on roads cross a hexside or occupy
a hex with (+) terrain.
EXAMPLE: (Refer to the TEC and the example below). The weather
is Dry. An Axis motorized unit with MA of seven has spent no MPs,
but now crosses hexside A (a river hexside) and occupies hex B. This
one hex move costs the motorized unit 5 MPs (2 MPs for the hill
terrain, +2 MPs for the woods, and +1MP for crossing the river).
0.73 Terrain effects and Railroadsa. Units using Railroad Movement pay one railroad MP to enter
and occupy each hex on the railroad line regardless of hexside or
hex terrain.
b. Units moving from hex to hex along railroad (but not conducting
RailroadMovement)receivethreemovementbenets:
1. When entering a hex with woods terrain, the MP cost is reduced
by one in all weather.
2. When crossing a river or major river hexside on a rail line, the
MP costs for both types of hexside terrain are negated. Crossing
units do pay the terrain costs to enter the hex on the far side of
the river/major river crossed.
3. Motorized units (or those with orange or green MAs) can entera swamp hex.
0.74 Dry Weather Road Movement. Units moving directly from
hex to hex along a road (the road symbol crosses each hexside)
spend MPs at the applicable road movement rate, instead of paying
the hexside and hex terrain costs. Refer to the TEC and the example
below.
Weather condition is Dry in all cases. The example hex is bounded
by hexsides A -F. Hexsides A and B are River hexsides. Hex terrain
is hills with woods. Main roads cross hexsides C and F. A minor
road crosses hexside D.
EXAMPLE ONE: A unit enters
the hex using road movement
and ends movement in the hex.
The MP cost to make this move
through hexsides C or F along a
main road is one-half MP. The
cost for using the minor road
through hexside D is 1 MP.
EXAMPLE TWO: A unit enters
and passes through the hex while
remaining on the same road
type. The unit enters the hex on
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hill terrain which costs 3 MPs during Mud turns. Both hexes also
contain woods; but because movement is along the minor road,
they are ignored. If both hexes sharing hexside D were clear terrain
hexes, the MP cost to enter either hex on the minor road would be
2 MPs for:
• Axis or Soviet non-motorized units that do not have orange or
green colored MAs
• Soviet Armor units
The MP cost would be 3 MPs for all other units except for green MA
units that cannot move at all on minor roads in Mud.
0.76 Major Rivers. There are four allowable methods for crossing
a major river hexside:
a. Cross on a road bridge hexside, paying normal road movement
rates to enter the hex on the other side of the major river.
b. Cross through a Bridge unit or a hexside with a railroad bridge,
paying the hex terrain cost of the hex entered on the other side of
the major river.
c. Cross non-bridged major river hexsides during Dry, Mud, or Frost
turns: A unit begins its Movement Phase (not reaction or motorized
phases) adjacent to the major river hexside to be crossed. The unit
spends its entire MA and moves to an adjacent hex on the other
side of the major river.
Exception: Armored units, all artillery units, and MSUs with
orange MA can cross a major river only at a bridge. Only when
a major river is frozen can they cross at any location [10.76d].
d. Cross non-bridged major river hexsides during Snow or Arctic
turns. Major rivers become frozen, and major river hexsides be-
come +1MP hexsides which can be crossed during the course of
normal movement.
0.77 Lake and Sea Hexes and Hexsides.
a. Lakes. These splendid defensive barriers become non-existent
during Snow and Arctic weather turns. Refer to the TEC for Snow
or Arctic weather terrain costs. Note that once frozen by Arctic
weather,thesehexesandhexsidesdonot“thaw”fortheremainder
of the scenario.
b. Seas. Frozen sea and shallow sea hexes and hexsides become
impassibletoallotillaandnavalunitsaswellasgroundunits.
Note that once frozen by Arctic weather, these hexes and hexsides
donot“thaw”fortheremainderofthescenario.
0.78 Swamps. During Dry and Mud turns, motorized and orange
MA units enter (or exit) swamp hexes only through hexsides crossed
by roads or railroads. No cross-country movement is allowed; they
must follow the path of roads or railroads while in swamp hexes.
During Frost, Snow, and Arctic weather swamps can be enteredthrough any hexside (the swamps have frozen), but motorized and
orange MA units pay the applicable swamp terrain cost.
Note: If motorized or orange MA units occupy a non-road swamp
hex on a turn when the weather becomes Dry or Mud, they have
problems. Unless they can utilize One-Hex Movement to move into
an adjacent non-swamp hex, they cannot move or retreat until the
swamp hex re-freezes.
0.79 Major city hexes. Because ZOCs do not extend into major
city hexes, friendly units can:
the main road through hexside C, remains on the main road as it
crosses the hex, and enters the adjacent hex through the main road
crossing hexside F. The MP cost is one-half MP to cross hexside C
and another one-half MP to cross hexside F.
EXAMPLE THREE: Movement through the hex using different road
types. A unit entering through the minor road hexside will pay 1 MP
because the hex contains non-clear terrain. If the unit continues
moving by road it will change road types and cross hexsides C or F
along a main road where the cost to enter either adjacent hex will
be one-half MP. Total cost: one and one-half MPs. (Entering through
hexsides C and F, and exiting through hexside D costs the same.)
EXAMPLE FOUR: Entry through road hexside; exit through non-
road hexside. The road rate for the hex is ignored, and the movement
cost is the non-road terrain cost of the hex.
Exception: Road entry still negates river hexside costs.
DESIGN NOTE: Barbarossa is not a tactical-level system. There is
no “half on-road or half off-road” calculation.
EXAMPLE ONE: A motorized unit enters the example hex through
road hexside C, but exits through non-road hexside E. It pays 4 MPs for the example hex terrain (2 MPs for hills plus 2 MPs for woods),
plus 1 MP to enter clear terrain hex E, for a total cost of 5 MPs.
Note: Moving through more hexes using road movement would cost
fewer MPs. The motorized unit can enter the example hex through
road hexside C, exit through road hexside F, stay on the road in hex
F, and exit through the road hexside into hex E, for a total cost of
one and one-half MP.
EXAMPLE TWO: A motorized unit enters the example hex through
road hexside C, but exits through non-road hexside A. The unit again
pays 4 MPs for the example hex terrain. It pays 1 MP to enter clear
terrain hex A, plus 1 MP for crossing an unbridged river hexside,
for a total cost of 6 MPs.0.75 Road movement during Non-Dry weather conditions:
a. Motorways. No weather condition degrades movement along a
motorway. It always costs one-half MP to enter a hex on a motor-
way.
b. Main roads. During Mud, Snow and Arctic weather turns, the MP
cost to enter any hex on a main road increases to 1 MP per hex.
c. Minor roads. Refer closely to the TEC.
. Frost, Snow, and Arctic weather:
a. It costs 1 MP to enter any hex on a minor road during
Frost.
b. It costs 2 MPs to enter any hex on a minor road during Snow
or Arctic weather.
. Mud weather (or Lingering Mud in woods hexes). [Refer to
the Mud Column on the TEC]. Instead of paying one-half MP
(Dry weather cost) to enter a clear terrain hex on a minor road,
it now costs two or 3 MPs. All non-clear hexes require paying
MPs at the Mud Column rate for all hex terrain except woods
which are ignored.
EXAMPLE: Go back to the second gure on page 14. If hexside
D is crossed in either direction, it will cost 3 MPs. Both contain
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Flotillas move on major rivers at a cost of 1 MP per hex entered. In
theaboveexample,theotillacouldmoveintohexAorEinthis
fashion.Flotillascanalsomove“crossbank”atacostof1MP.The
otillaabovecouldswitchsidesofthemajorriver,movinginto
hexes B, C, or D at a cost of 1 MP. Flotillas can also move across
hexsides connecting major rivers to canals.
.4 Coastal and Sea hexes: Flotillas move between connecting
coastal, major river, or sea hexes at a cost of 1 MP for each hex
entered.
EXAMPLE: The otilla occupies a coastal hex. It can enter any of
the adjacent hexes at a cost of 1 MP per hex.
.5 Canal hexes. Unlike major rivers, canals only occupy one
hexside. Flotillas cannot move cross-bank on canals, but move
from hex to hex containing the hatched canal symbol at a cost of
one Flotilla MP per hex. Flotillas can also move through hexsides
where canals and major rivers meet.
.6 Flotillas cannot enter enemy-occupied hexes and cease move-
ment upon entering enemy ZOC.
.7 Flotillas cease movement for any turn that Snow weather is in
effect. Flotillas cease movement for the remainder of any scenario
assoonastherstArcticweatherresultisrolled.
.3 Strategic Movement
.3 Eligible units of either side can use Strategic Movement. Units
conduct Strategic Movement during their Movement Phase only.
Increase their MA for this phase by half. Refer to the MA Conver-
sion Table on the 11x17 Chart Card.
.3 To be eligible, the unit must:
a. have an MA greater than zero.
b. begin its Movement Phase on a minor road, main road, or motor-
way hex.
a. Exit a major city hex and move directly into an adjacent hex in
an enemy ZOC (where movement must stop).
b. Enter a vacant adjacent major city hex, paying normal MP costs,
andexitthemajorcityhexiftherearesufcientMPstodoso.
.0 Specialized Movement. Railroad Movement
. Any combat or non-combat unit in General or Emergency
Supply can move by railroad. To do so, the unit begins on a rail-
road hex at least three hexes (at least two hexes intervening) from
an enemy combat unit and not start in an air Zone of Interdiction
[13.21]. The railroad must be part of a friendly railroad net [6.4].
Super-heavy artillery units can use Railroad Movement only when
on their mobile sides.
. A unit can use Railroad Movement as many times as desired
during a game but only once per turn. Units conduct Railroad Move-
ment only during the friendly Movement Phase. They move up to 60
hexes along friendly connected railroad hexes, changing railroads
only in hexes where two or more rail lines join. Each hex entered
costs one Railroad MP. A unit moving by railroad cannot otherwisemove during that Movement Phase. A unit moving by railroad cannot
move within three hexes of an enemy combat unit (two intervening
hexes), and cannot enter an enemy ZOC.
Exception One: Soviet armored trains [22.31] can move in either
their Movement Phase or Motorized Movement Phase (but not
both), and enter enemy ZOCs and engage in combat, but they move
a maximum of 48 connected rail hexes.
Exception Two: Super-heavy artillery and railroad artillery move
according to their MA and can move within two hexes (one hex
intervening) of an enemy combat unit.
.3 Rail Capacity. Both sides can use railroads to move a limited
number of stacking points each turn. This is the Rail Capacity, andis listed in scenario instructions [see Playbook]. Armored trains and
railroad artillery do not count against Rail Capacity. An HQ, or a unit
with zero stacking value, uses one stacking point of Rail Capacity.
An MSU (one ASP) uses one stacking point; a Supply Dump (two
ASPs) uses two stacking points of Rail Capacity.
.4 Reinforcements for both sides can enter play using Railroad
Movement. They count against Rail Capacity during the turn of
entry.
.5 Every rail hex in a Zone of Interdiction costs 12 Railroad
MPs to enter [13.21].
. Flotilla Movement. Flotilla units move only along hexes connected by major river,
canal, coastal, or sea hexsides. Each hex entered costs one Flotilla
MP [Note: each hex in any Zone of Interdiction costs four Flotilla
MPs to enter].
. Flotillas can move in both the friendly Movement Phase and
Motorized Movement Phase.
.3 Major river movement: Major river terrain covers the hex-
sides of two adjacent hexes [See below].
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c. be in General Supply in each hex occupied or entered, and
d. be at least three hexes from an enemy combat unit in each hex
occupied or entered (at least two hexes intervening), and
e. cannot begin movement in a Zone of Interdiction or move into a
Zone of Interdiction
.33Armoredtrain, railroadartillery, andotillaunitsare not
eligible for Strategic Movement.
.34 Any unit conducting Strategic Movement moves solely along
a motorway, main road, or minor road (not railroad). A unit can
conduct Strategic Movement only once each turn.
Note: Not all Axis units can use the motorway for road or Strategic
Movement.
.35 Weather does not affect motorways or roads for Strategic
Movement. During Mud turns, other terrain costs apply in minor
road hexes, but units can still perform Strategic Movement through
those hexes.
.4 Overrun
An Overrun is an attempt to move into an enemy occupied hex
(the target hex). Although it resembles combat [15.0], Overrun is a
function of movement. During the friendly Movement or Motorized
Movement Phase, any motorized combat unit or stack of motorized
units can attempt to conduct Overrun on an enemy unit or stack.
.4 Only motorized units and Soviet cavalry units are eligible to
conduct Overruns. Only one unit, or stack of units (up to stacking
limits), can conduct a single Overrun. Units in a stack conducting
Overrun must begin movement stacked together. They remain
stacked during the Overrun.
.4 Restrictions
a. Odds Ratio. The overrunning units must achieve a minimum odds
ratio. Odds must be at least 5-1 if the motorized unit or the entiremotorized stack is German, or at least 7-1 for all other non-German
motorized units or stacks containing one or more non-German units.
All Soviet Overruns must meet the 7-1 odds ratio. If the Overrun
is being made against a target hex containing one or more Untried
units, turn the Untried units to their Tried sides after the Overrun
is declared. If the defense strength of the target hex is now great
enough to lower the Overrun odds below the minimum allowable, the
Overrun is canceled, but the overrunning stack must now attack the
target hex during the combat phase. Other friendly units can move
adjacent to the former target hex and join the attack.
b. Weather. Overrun is not allowed during Mud, Snow, or Arctic
weather, or into hexes affected by Lingering Mud.
c. Terrain. Overruns cannot be conducted through major river hex-
sides, lake hexsides (bridged or non-bridged), or into mountain hexes
or alpine hexes. Other terrain features carry partial restrictions:
1. A swamp hex can be the target only during Frost weather.
2.Acity,majorcity,orforticationhexcanbethetargetifthe
basic odds level is at least 12-1 and the overrunning stack
includes a motorized engineer unit.
d. Multiple Enemy ZOCs. A unit cannot conduct Overrun from
a hex that is in the ZOC of enemy units in more than one hex. See
example below.
EXAMPLE ONE: Overrun is allowed if the armored regiment moves
into hex A. The only enemy ZOC projected into hex A is from the
Soviet motorized brigade, the object of the Overrun.
EXAM PLE TWO: The ar mored
regiment cannot Overrun the Soviet
motorized brigade if it moves into hex
B, because both the brigade and the
Soviet infantry division project ZOCs
into the hex. Note: This rule also ap- plies to situations where enemy units
in the Overrun target hex exert no
ZOC, but enemy units in one or more
adjacent hexes do exert a ZOC.
e. A unit marked as Out of Supply cannot conduct Overrun. Attack
Supply is not used during Overrun.
f. Artillery units cannot conduct Overrun or be part of a stack con-
ducting Overrun [exception: German motorized anti-aircraft units
are allowed to do so]. Artillery cannot provide offensive or defensive
resupport.CloseAirSupportmissionsarenotallowed.Artillery
units in a target hex use their defense strength(s) only.
g. Overrun cannot be conducted when using One-Hex Movement
because if terrain costs exceed available MPs, there would be no
MPs available to pay the Overrun MP cost [11.93].
h. Italian, Hungarian, Romanian, and Slovak motorized units can-
not conduct or participate in Overrun, and cannot move with other
eligible Axis units that are conducting Overrun [they did not have
the training or doctrine].
.43 Procedure
a. Move the overrunning units adjacent to the target hex, paying
normal terrain and ZOC costs. Declare the Overrun. If the overrun-
ning units begin their Movement Phase adjacent to the target hex
[but remember 11.42d], just declare the Overrun.
b. Each overrunning unit pays 1 MP as the Overrun cost plus the
terrain cost for the target hex (pay road costs when the two hexes
are connected by a road). There is no additional cost to enter a ZOC
extending into the target hex from another hex.
EXAMPLE: If the Overrun hex is hill terrain, the total MP cost is 1
MP to Overrun plus 2 MPs for the hill (for a total of 3 MPs), plus
the cost to cross the hexside (if any).
c. Leave the overrunning stack in the hex adjacent to the target
hex. Units not eligible for Overrun remain adjacent and cannot
participate.
d. Total the attack strength of the overrunning unit or stack.
e. Total the defense strengths of all enemy units in the target hex.
Note One: If the Overrun is being made against a target hex contain-
ing one or more Untried units, turn the Untried units to their Tried
sides after the Overrun is declared. If the defense strength of the
target hex is now great enough to lower the Overrun odds below the
minimum allowable, the Overrun is canceled, but the overrunning
stack must now attack the target hex in the combat phase. Other
friendly units can move adjacent to the former target hex and join
the attack.
Note Two: If zero strength units are revealed, remove them from
play immediately. If removing a zero strength unit leaves the target
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hex vacant, no Overrun occurs. The Overrun MP cost assessed
against the overrunning unit or stack is reversed. The overrunning
unit (or stack) must now enter the vacant hex, paying normal terrain
and ZOC movement costs to do so. The former overrunning unit (or
stack) is free to continue moving (and perhaps execute additional
Overruns) up to the limit of available MPs.
f. Now compare the attack strengths of the units conducting the
Overrun to the defense strength of the unit(s) in the target hex to
determine whether any odds DRMs apply [see Overrun Table].
g. Combine any Defender Disadvantage DRMs with Attacker Odds
DRMs for a total attacker DRM [see Overrun Table].
h. Offset the total Attacker DRM with Defender Terrain DRMs
(which are cumulative). The net DRM after offsetting cannot exceed
+3 or –3 [see Overrun Table].
i. Now roll one die and apply the net DRM to the number rolled.
Refer to the Overrun Table for the result.
j. If the Overrun is successful, the defending units are retreated two
hexes by the overrunning player. If a step loss is required, only one
step is removed from the defending unit (or stack); units removed to
satisfy step losses are placed in the Cadre Box. The surviving units
then retreat as above. Units which retreat as a result of an Overrun
cannot retreat through an enemy ZOC, unless that hex contains a
friendly unit. The retreat procedure allowed in 16.46 below is not
allowed. Such units are removed and placed in the Cadre Box.
k. Supply Dumps, Base Units, Bridge units, and super-heavy artil-
leryunitsontheirringsidesinthetargethexcannotretreatand
remain in play only if the Overrun fails. Remove these units if the
Overrun succeeds. Super-heavy artillery goes to the Cannot Rebuild
Box; Supply Dumps and bridge units are set aside for re-use. An
MSU suffers the fate of the combat units with which it is stacked.
Dumps, MSUs, and bridge units cannot be removed to satisfy Over-
run step losses; super-heavy artillery units can.
l. Move the overrunning units into the vacated hex. If that hex isin the ZOC of an enemy unit, movement for the overrunning units
isnishedforthephaseunlesstheycanperformanotherOverrun
against the unit(s) in the hex projecting the ZOC. If the hex is not in
an enemy ZOC, the overrunning units can continue moving to the
limit of their remaining MA and can conduct additional Overruns
iftheyhavesufcientMPsavailable.
m. If the Overrun fails, the overrunning units remain in their cur-
rently-occupied adjacent hex; they cannot move for the remainder
of the phase. They can, however, conduct regular combat during
the ensuing combat phase. If Soviet cavalry units participate in a
failed Overrun, any step loss is removed from one of those cavalry
units.
.44 Mark units that are retreated from the target hex with an Over-
run marker. A unit with an Overrun marker:
a. Loses its ZOC into adjacent hexes, and
b.Cannotconductresupport(ifitisanartilleryunit),and
c. Is not eligible for Reaction Movement [14.11b]. Additionally,
d. Attacks and Overruns against a unit that already has an Overrun
marker receive a (–1) DRM.
e. HQs that receive an Overrun marker are turned to their Non-Op
side [22.23b].
Note: Remove Overrun markers on Soviet units during the Axis
Engineering Phase. Remove Overrun markers on Axis units during
the Soviet Engineering Phase.
.45Aslongasahexqualiesasatargethex,theenemyunitsin
that hex can be the object of more than one Overrun attempt. (Even if
therstOverrunwasnotsuccessful,otherqualifyingunitscouldalso
attempt to Overrun the target.) After being retreated in an Overrun,
that same defending force could be the object of additional Overrun
attempts by the same successful group of overrunning units (or by
other groups).
11.5 Infltration Movement
.5UnitseligibleforInltrationMovementcanmovedirectly
from one enemy ZOC to another enemy ZOC.
.5 Eligible units are all combat units with yellow MA.
a. Motorized units must have a MA of 7 or greater to qualify.
b. All cavalry units with yellow MA qualify. Cavalry units perform
InltrationMovementonlybymoving fromone non-clearhex
to an adjacent non-clear hex. Presence of towns, roads, railroads,
fortiedlines,coast,nationalborderorStrongpointsdonotnegate
clear hex status.
c. Ski units with a yellow MA qualify.
.53 InltrationMovementtakesplaceonlyintheMovementPhase
where eligible units are allowed to spend their entire MA.
a. Axis motorized, Axis cavalry, and Soviet cavalry units conduct
Infiltration Movement only during their respective movement
phases.
b.SovietmotorizedunitsconductInltrationMovementonlyduring
their Motorized Movement Phase.
c. SkiunitsmayonlyuseInltrationMovementduringtheirrespec-
tive movement phases during Snow and Arctic turns.
.54InltrationMovementcoststheunit’sentireMA[notethatthis
preventsaninltratingunitfromperformingOverrun].Unitsmarked
asOutofSupplycannotutilizeInltrationMovement[6.72].
.55Inltratingunitsmustbegintheirmovementadjacenttoan
enemy unit and in an enemy ZOC.
.56 InltrationMovementisnotallowed:
• during Mud weather [see Effects on Movement Table], or
• into hexes containing non-destroyed enemy Strongpoints, or
• acrossnon-destroyedenemyfortiedlinehexsides.
Note:InltrationMovementissimilartoOne-HexMovement,
movement across unbridged major river hexsides, and movement
into or out of major city hexes. Although many units can conduct
these forms of movement, only those units with yellow MAs can
performInltrationMovement.
.6 Untried UR/MG Movement
Ordinarily, UR/MG units [22.5] do not have their strengths and MAs
revealed until these units are turned during combat odds determina-
tion; however, the Soviet Player can reveal them during the Soviet
Movement Phase.
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.6 After the Soviet Player has moved all desired units with
known movement values, he can turn Untried UR/MG units to
their Tried sides.
.6 UR/MG units with an MA greater than zero now can move
normally. Those with zero MA remain in the hex they occupy.
.63 UR/MG units with zero defense strength are removed from
play immediately.
.7 Air Transport
.7 Any airborne type unit, MSU, and Soviet HQ can move by
Air Transport.
.7 A unit to conduct Air Transport starts on a friendly town, city,
major city hex, or from the Ready Box of the Air Unit Display. It
moves any distance, without regard to terrain, to another friendly
town, city, or major city hex. It lands after all movement ceases in
the friendly Movement phase; it cannot move until the next friendly
Movement phase. Although MSUs cannot move, they can be ex-
pended after being transported.
.73Airtransportcannotbeopposedbyenemyghters[17.1]or
by AA Fire [17.4].
.74 A unit cannot be transported to or from a hex in an enemy
Zone of Interdiction [13.25] or to or from a hex adjacent to an
enemy combat unit.
.75 Air Transport is not allowed into or out of a town hex during
Mud weather unless an engineer unit is present in the town hex
[23.13]. Engineers are not required for a city or major city or on
the Air Unit Status Card.
.76 Each player can conduct Air Transport only a limited number
of times during the game [See Scenario Instructions]; and only once
per turn.
.8 Naval Transport
Naval Transport occurs after all other on-map movement ceases in
the allowed friendly movement phases [see Playbook].
.9 One-Hex Movement
A unit may be able to move one hex during a friendly movement
phaseevenifitlackssufcientMPstodoso.
.9 One-Hex Movement is made only into an adjacent hex whose
hexside and hex terrain is not prohibited to the moving unit. The
moving unit cannot have spent any MPs prior to executing One-
Hex Movement.
.9UnlessthemovingunitqualiesforInltrationMovement[11.5], One-Hex Movement cannot be made from a hex in an enemy
ZOC to an adjacent hex also in an enemy ZOC.
.93 Overruns cannot be conducted by using One-Hex Move-
ment.
.94 Motorized units with Out of Supply markers cannot use One-
Hex Movement.
.95Subjecttotherestrictionsabove,anyfriendlyunitqualied
to move can conduct One-Hex Movement.
.0 Attack DeclarationBefore an attack can take place, it must be declared. The Axis Player
declares all attacks after all movement is completed in the Axis
Movement phase. The Soviet Player declares all attacks after all
movement is completed in the Soviet Motorized Movement phase.
Placea“DeclaredAttack”markeroneachDefenderHextargeted
by an attack.
. Which Units Can Attack. The moving player commits friendly combat units with at-
tack strengths greater than zero that are adjacent to enemy units in
hexes where attacks are allowed [12.5]. Zero attack strength units
cannot attack.
. Friendly and enemy in-range artillery is not taken into account
during the Attack Declaration process.
. Attacking is Voluntary
Combat units adjacent to enemy units are not required to attack.
There can be cases where several friendly combat units are adjacent
to an eligible Defender Hex, but not all of them are included in a
Declared Attack on the hex.
EXAMPLE: Friendly units A,
B, C, and D are adjacent to
an eligible Defender Hex. The
friendly player declares an
attack utilizing units B and D.
Units A and C, although also
adjacent, are not required to
participate.
.3 Minimum Attack Odds.3 The minimum allowable initial odds level for a Declared
Attack is one to four.
.3 Odds are computed at the moment each attack is declared.
.33 Total the attack strengths of adjacent friendly non-artillery
combat units designated to attack.
.34 Total the defense strengths of all Tried, non-artillery combat
units in the defender hex(es).
Note: The defender designates which artillery units contribute their
support strengths during the Defender Reaction Phase [14.2]. The
attacker designates artillery units during the combat phase [15.4].
Defender artillery defense strengths [15.55] and Untried unit defense
strengths [15.54] are also added during the combat phase.
.35Iftheinitialoddsratioisonetofourorhigher,a“Declared
Attack” marker is placed on the defender hex. If the initial odds level
is less than one to four, no attack can be declared.
.36 Subsequent defender reaction and allocation of defender artil-
lerysupportmayworsennalattackoddstolessthanonetofour,
but any such Declared Attack must still be made [Once an attack
isdeclared,itmustbemade].Thenalchoiceofwhichfriendly
units participate in an attack is determined by the attacker, with the
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restrictionthatthenaloddscannotbevoluntarilyreducedbelow
one to four. If the friendly attack and support factors are available to
allow an attack to take place at one to four odds they must be used.
Attacks at odds of worse than one to four are not allowed.
.4 Soviet Mandated Attacks
.4 When the Soviet Player declares a Mandated Attack, he
identiestheattackasmandatedandidentiesallSovietunitsthat
will take part in that attack. Those Soviet units must attack duringthe Soviet Combat Phase.
.4TheSovietPlayernowfulllseachMandatedAttack:
a. by making an attack with at least six steps of combat units (ex-
cluding artillery), at any combat odds; or
b. by making an attack at an initial minimum of 3-2 odds (if Axis
reactionreducesthenalodds,theattackstillqualies).
.5 Hexes Eligible for Attack
Eligible enemy-occupied hexes must meet one of two conditions
in order to be attacked.
.5 Condition #: Enemy units in the hex must project a ZOC
into adjacent friendly occupied hexes. Friendly combat units canattack from any hex in the defender’s ZOC. Friendly combat units
can attack from these hexes even if they are unable to advance after
combat.
EXAMPLE: The weather is
Dry and the enemy unit in the
swamp hex projects a ZOC into
each adjacent hex. Both Soviet
units adjacent to the Defender
Hex are allowed to attack, but
neither can advance because
hexsides B and C do not allow
motorized units to enter the
swamp hex (they are not crossed
by roads or railroads). If these
Soviet units occupied hexes
A and D, they could advance
along the roads into the swamp hex.
.5 Condition #: The enemy occupied hex contains hex or hex-
side terrain that allows adjacent friendly combat units to enter the
hex. Even if none of the enemy units in the hex project ZOCs into
adjacent hexes containing friendly units, the hex can be attacked
because the friendly units can enter the hex through normal move-
ment or advance after combat.
EXAMPLE ONE: The defender (an artillery unit) projects no ZOC.
It can still be attacked by the infantry and armor units because they
are eligible to move into the Defender Hex.
EXAMPLE TWO: Hexes A and
B are potential Defender Hex-
es. Hex C contains a friendly
unit. All three units exert ZOCs
but they cannot project these
ZOCs across any major river
hexsides. Because enemy ZOCs
don’t extend into hex C, the unit
in hex C can attack either of thedefending units without being required to attack both of them (or it
can attack both). Movement across major river hexsides is allowed,
so the movement precondition is met even though the projected ZOC
precondition is not.
.6 Hexes Not Eligible for Attack
.6 Attacks cannot be declared against enemy-occupied hexes
that
a. Do not project an enemy ZOC into any adjacent hex with friendly
combat units, and
b. Cannot be entered by friendly combat units. Exception: Armored
units may attack across non-frozen major rivers if attacking with
one or more units able to advance.
EXAMPLE ONE: The weather
is Dry, and both units are ca-
pable of projecting ZOCs; how-
ever, neither unit can project a
ZOC across hexside A (a lake
hexside). Movement across a
sea or lake hexside is prohibited
[see TEC]. No enemy ZOC is
projected into a friendly unit’s hex; no friendly unit can enter the
enemy hex through hexside A. No attack can be declared.
EXAMPLE TWO: The enemy-
occupied hex contains swamp,and the weather is Dry. The
friendly motorized unit cannot
enter hexside A because it is not
crossed by a road or railroad
[see TEC]. The enemy unit has
a No-ZOC band, so it does not
project a ZOC into the friendly
unit’s hex. Again, no enemy ZOC and no friendly movement into
the swamp hex mean no Declared Attack. If the friendly unit were
non-motorized, an attack could be declared because friendly unit
movement into the swamp hex would be allowed.
.7 Hexes That Must Be Attacked
When any friendly unit attacks, all enemy combat units that project
a ZOC into the attacking unit’s hex must be attacked by either the
friendly attacking unit in question, or by another eligible friendly
attacking unit. If a stack of friendly units is adjacent to multiple
enemy units projecting ZOCs into the friendly stack’s hex, as long
as minimum initial odds are met, any friendly units are free to attack
any or all of the adjacent enemy units.
In the following example, the weather is Mud and all hexes are
clear terrain hexes. Enemy (Soviet) units occupy hexes A, C, and
D. Friendly (Axis) units occupy hexes B and F.
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SITUATION: The Axis Player de-
sires to attack the Soviet armored
unit with his units in hexes B and
F. Given the current positioning of
the units, the infantry unit in hex
B could not attack the armored
unit in hex A.
• The Soviet armored unit does
not project a ZOC into hex B(during Mud turns, motorized
units only project ZOCs into
adjacent hexes through hexsides crossed by roads or railroads),
but the infantry unit in hex B can enter clear terrain hex A if al-
lowed. The infantry unit meets one of the two prerequisites for
attack; however
• Because the infantry unit in hex B is in the ZOC of the Soviet
infantry unit in hex D, it must attack that hex too (an attacking
unit is required to attack every enemy-occupied hex that projects
a ZOC into its hex). If another Axis combat unit with sufcient
strength occupied hex E, it could attack the Soviet unit in hex D,
freeing the infantry unit in hex B to join in the attack on the Soviet
armored unit.
The enemy unit in hex C has no effect because it cannot project a
ZOC into hex B. It can be ignored or attacked, but if it is attacked,
the Soviet unit in hex D would also have to be attacked (it projects
a ZOC into hex B).
.8 Multiple Hex Attacks
Two or more Defender Hexes can be targeted in a single declared
attack if:
• The provisions of 12.5, 12.6, and 12.7 are met, and
• All attacking units are adjacent to all defending units, and
• All attacking artillery units are in range of one or more defender
hexes. Referring to the gure above, the friendly unit in hex B could be
designated to attack the enemy units in A, C and D because it is
adjacent to all three units (and it meets the other prerequisites for
attack). The friendly unit in hex F could not participate in this attack
because it is adjacent to only one of the three enemy units.
3.0 Axis Air Interdiction3. Procedure
3. Only Axis air units can conduct Interdiction. Soviet air units
do not have an Interdiction rating.
3. The Axis Player conducts Interdiction missions during theAxis Air Interdiction Phase.
3.3 Any in-range hex [17.22] can be chosen for Interdiction mis-
sion. This is the mission hex.
3.4 Axis mission units that remain after air combat [17.0] cause
an Interdiction marker to be placed in the mission hex. The marker
indicates either Interdiction Level One or Two. Determine the
Interdiction Level by totaling the Interdiction ratings of the Axis
mission air units remaining in the hex. If the total is one, the In-
terdiction Level is One. If the total is two or more, the Interdiction
Level is Two.
3.5 Interdiction affects the mission hex and the six adjacent hexes;
this is called the Zone of Interdiction. Although Zones of Interdiction
can overlap, the maximum Interdiction Level in any hex is two.
3.6 Remove all Interdiction markers during the Game Turn
Interphase.
3. Zone of Interdiction Effects
3. Any units conducting Railroad Movement (including armored
trains and railroad artillery) through interdicted hexes spend 12
Railroad MPs per interdicted hex instead of the normal one Railroad
MP per hex. Level Two zones or overlapping zones do not cause
any additional effect.
3. Flotillas pay four Flotilla MPs to enter any interdicted hex
instead of the normal one Flotilla MP for the hex. Level Two zones
or overlapping zones do not cause any additional effect.
3.3 Units cannot conduct Strategic Movement through an in-
terdicted hex, nor can any unit begin Strategic Movement in an
interdicted hex. Armored trains and railroad artillery can begin rail
movement in a Zone of Interdiction.
3.4 All Soviet HQ units within the Zone of Interdiction havetheir Command Value reduced by an amount equal to the sum of all
Interdiction Levels that affect their hex (maximum of two). Soviet
HQ Command Values can be reduced to zero for those HQs with
Command Values of One or Two. Each decrease in Command Value
can reduce or eliminate the following Soviet HQ capabilities:
a. Activating non-motorized units during the Motorized Movement
phase [except for Guards units, 22.41].
b. Making Soviet motorized units eligible for Reaction Movement
[14.11c].
c. Issuing Retreat Orders.
d. Allowing multiple artillery units stacked with an HQ to contribute
their support strengths to a given combat [see Soviet Artillery Sup-pression Chart]. Each level of Air Interdiction decreases by one the
number of stacked artillery units that are able to provide artillery
support. The Axis Player determines which Soviet artillery units
are interdicted and cannot use their support strength.
Note: One supplied, in-range artillery unit can always support a
combat, even if all available stacked Soviet artillery is interdicted.
3.5 Air Transport missions cannot begin or end on a hex in a
Zone of Interdiction.
3.6 Normal movement and supply routes are not affected by Air
Interdiction.
4.0 Defender ReactionAfter Attack Declaration (and Interdiction if the Axis Player is the
attacker), the defending player has a chance to conduct Reaction
Movement. Both players can conduct Reaction Movement during
their respective Defender Reaction phases:
4. Reaction Movement
Reaction Movement allows the defender local reaction to combat.
Thus, if the moving player makes no Declared Attacks by the end
of his Movement Phase (Motorized Movement Phase for the Soviet
Player), no Reaction Movement is possible.
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4. During his Reaction Movement Phase the defender can move
eligible motorized units that are within three hexes of a Defender Hex
up to half their movement allowance [refer to the MA Conversion
Table on the 11x17 Chart Card]. A motorized unit is eligible if it:
a. does not begin movement in an enemy ZOC or a Defender Hex,
and
b. does not have an Overrun marker or an Out of Supply marker,
and
c. For qualifying Soviet motorized units:
1. It is within Command Range [22.11] of an HQ with an available
non-interdicted command point.
2. It is not within Command Range [22.21] of a Non-Op HQ.
Here, Non-Op HQ takes precedence over Operational HQs.
Exception:NKVD motorized units cannot conduct Reaction Move-
ment [NKVD units were not under Army command, and doctrine
didnotexisttoallowsuchtacticalexibility].
4. Reaction Movement need not be into the combat that triggered
it, or even toward any combat.
4.3 A reacting unit can move adjacent to any enemy unit only if:
a.ithassufcientMPs(orcanutilizeOne-HexMovement),and
b. a friendly unit already occupies that adjacent hex. If the reacting
unit enters a friendly occupied hex in an enemy ZOC, it does
not pay the MP cost to enter an enemy ZOC; but it stops for the
remainder of that phase.
Exception: In cases of enemy Declared Attacks, a reacting unit that
projects a ZOC can only react into a defender hex with a Declared
Attack marker (to react into other adjacent hexes could force at-
tacking units into subsidiary attacks that would lower the original
attack odds)
4. Artillery Support
4. The defender can commit artillery to Declared Attacks. Eachartillery unit adds its support strength to the defense strength of
theDefenderHex(es)ofoneDeclaredAttackduringnalodds
computation in the enemy combat phase. Once it is committed, a
defending artillery unit cannot transfer its support strength to any
other combat.
Exception:Sovietotillasdefendingalonecannotreceiveartillery
support [23.34b].
4.Forwhichdefenderartilleryunitsarequaliedtosupport,
seeArtillerySupportQualierssectionintheCombatpagesofthe
11x17 Chart Card.
4.3 Retreat Orders
4.3 The defender can issue No Retreat or Additional Retreat
Orders to Defender Hexes that are the object of a Declared Attack.
An Order placed on any hex of a multiple-hex combat applies to
all hexes.
4.3 Place the chosen Orders marker face down on the Defender
Hex. Reveal that marker during the combat phase.
4.33 There are no restrictions on the number of Axis Defender
Hexes that can receive retreat Orders.
4.34 Soviet Defender Hexes require Soviet HQs for Orders. The
Soviet Defender Hex:
a. must be within the command range of an operational Soviet HQ.
This HQ must have an available, non-interdicted command point
to issue the Order, and
b. cannot be within the command range of a Non-Op Soviet HQ.
Non-Op HQs cannot issue Orders. Non-Op HQ effects take pre-
cedence over those of Operational HQs [22.22].
4.35 Unless negated by a Non-Op HQ [22.25e], an NKVD unit in
town, city, or major city automatically confers No Retreat orders[16.41 Exception 1] on those hexes without requiring a retreat
Order from a Soviet HQ [22.42]. Do not place Orders markers on
these hexes.
5.0 The Combat PhaseThe attacking player conducts his Declared Attacks during his
combat phase in any order desired.
5. Close Air Support (CAS)
5.Air units of both players can conduct Close Air Support (CAS)
missions. Air units conduct CAS during the combat phase. See 17.1
through 17.3 for air mission and air combat sequencing.
5. Any in-range hex [17.22] under a Declared Attack can be
chosen for CAS mission. This is the mission hex. Only one mission
is allowed per hex during each combat phase.
5.3 Air units remaining in a mission hex after air combat and AA
Fire, will affect that combat with their CAS ratings. If all remaining
mission units belong to one side (attacker or defender) the total of
the CAS ratings for those air units is the CAS DRM for the combat
die roll [15.65]. If both attacker and defender mission units remain
in the defender hex, net the opposing CAS rating points. This is the
net CAS DRM for the combat die roll [15.65].
Note: Players may wish to use the numeric markers in the counter
mix to record the net CAS rating.
5. Organizing Each Combat
The order of resolving Declared Attacks is left entirely to the attacker.
Aseachattackisselected,theattackermakesthenaldetermination
of the friendly non-artillery combat units that will participate.
5. Participating units are:
a. Friendly non-artillery combat units adjacent to the Defender
Hex.
b. Each attacking unit must be in the ZOC of the enemy units in the
Defender Hex, or
c. Each attacking unit must be able to move into the Defender Hex.
Exception: armor units attacking across non-frozen rivers.
Note:WiththeexceptionofSovietMandatednalunitschosen
to attack in any Declared Attack need not necessarily be the units
designated during the Combat Declaration Phase. However, De-
clared Attacks cannot be resolved at less than 1-4 odds if there are
adjacent qualifying friendly combat units available that would raise
the attack to at least one to four odds. Such units would have to be
committed.
5. An enemy-occupied Defender Hex can be attacked by as
many friendly non-artillery combat units as can be brought to bear
in the six adjacent hexes.
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Note: Halving is cumulative, but a group of units involved in a
single combat cannot be reduced to less than one strength point.
Retain fractions.
5.5 Terrain
a. Swamp. Swamp gives no DRM to a unit defending in it but the
combat strength of units attacking from a swamp hex is halved.
Artilleryunitsupportstrengths arenot halvedwhenringfrom
swamphexes,butarehalvedwhenringintoswamphexes. DESIGN NOTE: Swamps are terrible places to deploy and maneu-
ver ground units. Artillery shells with point-detonating fuses were
ineffective in the mire, and setting time fuses for airburst was an
inexact science.
b. Major Rivers. Units attacking across a major river hexside have
their attack strength halved, regardless of whether other friendly units
in the same combat are not attacking across a major river hexside.
Exception One: The halving does not apply when major rivers are
frozen.
Exception Two:Artillerysupportstrengthisnothalvedwhenring
across major river hexsides.
c. Cities and Major Cities. Armored units are halved when attack-
ing into city or major city. City and major city also cause DRMs to
the die roll [see TEC].
5.53 Weather Effects
>> a. Mud. Attacking and defending artillery support strengths are
halved (retaining fractions) during Mud weather. Total all halved
units (Including any fractions); If the total contains a fraction, drop
that fraction.
b. Lingering Mud. Attacker and defender artillery support strength
ishalved(retainfractions)whenringintoDefenderHexesaffected
by Lingering Mud [5.14]. Total all halved units (Including any frac-
tions); If the total contains a fraction, drop that fraction.c. Storm. Flotillas cannot attack [23.34a].
5.54The defender totals the defense strengths of all units which are
theobjectofaspecicattack.ArtilleryunitsintheDefenderHex
notqualiedtocontributetheirsupportstrengthscontributetheir
defense strengths instead. All Untried defending units are now turned
to their Tried sides. Any zero defense strength units are removed
immediately and are not counted as part of the defender force.
Note: If all defending units in a declared combat are zero defense
strength units, remove the Declared Attack marker and the zero
defense strength units (the attack is cancelled and any ASP al-
located to the attack is not expended). Advance the designated
attacking units into the now vacant Defender Hex, up to stackinglimits. These units cannot move and cannot be re-allocated to other
Declared Attacks.
5.55 Defending Artillery Support
a. The defender adds any artillery support strength committed during
the Reaction Phase to the defense strength.
Note: The defender now checks supporting defending artillery not in
the Defender Hex. If any of these units are now in an enemy ZOC,
they can no longer contribute their support strengths (nor can he
allocateother“available”artilleryunitstoreplacethem).
5.3 No unit can attack or be attacked more than once per combat
phase.
Note: Overruns are not attacks.
5.4 Combine the defense strength of all units in a Defender Hex
into a single total. The defender cannot withhold a unit in a hex
under attack.
5.5 A unit’s attack or defense strength cannot be divided among
different combats or loaned to other units.
5.6 Multiple hex attacks. An attack can involve any number of
attacking or defending units and can be directed against more than
one defending hex. For the attack to be resolved as a single combat,
the conditions of 15.21 must be met, and all the attacking units must
be adjacent to all the defending units.
5.3 Determining Attack Supply
5.3At the moment an attack will be resolved, the attacker declares
whether the attack will be Attack Supplied, and designates the MSU
or Supply Dump containing the ASP to be expended. At least one
ASP must be expended to place an attack in Attack Supply. All at-
tacking units (including artillery) must be able to trace an LOC of seven(orve)hexestoadesignatedASP.Ifnot,noASPisexpended,
but the attack is not Attack Supplied. More than one ASP can be
designated and expended to insure that an attack is Attack Supplied,
but no ASP can provide Attack Supply to more than one attack.
Important Note: Units with Out of Supply markers suffer no out of
supply effects while they are participating in an attack that is Attack
Supplied [15.32]. Do not remove their Out of Supply markers. The
expended ASP allows such units to function normally during the
attack only. After the attack is concluded, those units with Out of
Supply markers again suffer all Out of Supply penalties.
5.3 If no Attack Supply is provided to a Declared Attack:
a. The attacker applies a (+2) DRM to the die roll.
b. Panzer or Motorized Divisions with Out of Supply markers cannot
receive the Panzer Division Integrity Bonus.
c. The attacker cannot allocate artillery support strength to that
attack.
d.Theattackingforceremovesanadditionalsteplossifthenal
combat result contains an asterisk [*].
5.33 The number of combats designated to receive Attack Supply
cannot exceed the number of available, in-range ASPs.
5.4 Attacker Artillery Support
The attacker allocates artillery support to each Attack Supplied De-
clared Attack as it occurs. Artillery support strength cannot exceed
total attack strength in any attack. Allocation is prior to halving due
to terrain or weather. Excess support strength is ignored. Refer to
the 11x17 Chart Card for qualifying criteria.
5.5 Basic Odds Determination
5.5 The attacker totals the attack and support strengths of all his
combat units involved in the attack. Terrain and weather can reduce
attack and support strengths. Artillery support strength cannot exceed
total attack strength. Excess support factors are ignored.
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b. Defending artillery support strength cannot exceed total defense
strength in any attack. Allocation is prior to halving due to terrain
or weather. Excess support strength is ignored.
5.56 Supply Point Expenditure. The attacker expends any ASP(s)
designated to provide Attack Supply for the attack. If an ASP is used
from a Supply Dump, turn it to its one-point MSU side. If both ASPs
are from a Supply Dump or the one ASP is from an MSU, remove
the counter from the map for re-use on later turns.
5.57 Determine the Odds. Divide the total attack strength by
the total defense strength to arrive at a combat odds ratio, which is
rounded off, always in favor of the defender (Example: 29 to 10 is
2-1 odds), to the nearest ratio listed on the Combat Results Table.
Inanyattackswithnaloddsworsethan1-4,theattackingunits
areautomaticallyeliminated(“e”result),andthedefendingforce
suffers nothing. Combat odds greater than 10-1 are resolved as 10-
1. The attacker cannot voluntarily reduce the odds; for example, he
cannot declare 3-1 odds when he has 4-1 odds.
5.58 Attacker Retreat Orders. If desired, the attacker now issues
a No Retreat or Additional Retreat Order for the Declared Attack.
[The Soviet Player may be restricted when issuing Orders by lack
of operational, in-range HQs, lack of available command points, or
presence of Non-Op HQs]. Place the appropriate retreat marker face
up on any attacker hex in the Declared Attack.
5.59 Any Retreat Order on the Defender Hex is now turned to its
retreat option side.
5.6 Final DRM Determination
Using the categories in this section, the attacker nets the friendly
andenemyDRMstoarriveatanalDRMthatwillbeappliedto
the combat die roll.
5.6 Terrain Effects DRMs.Onlydefendingunitsbenet.
a.DefendingunitsbenetfromthehighestterrainDRMinthehexthey occupy.
b. If there is hexside terrain in the defender hex(es) that could confer
a DRM to the defender, to receive the DRM all defending units must
be behind the hexside terrain, and all attacking units must attack
through it.
c. Whenever the Defender Hex contains hexside and hex terrain, the
effect is cumulative (such as a hill behind a river).
d. When two or more defending hexes are being attacked in a single
combat, apply the highest hex terrain DRM found in any defender
hex to the entire combat. Applying hexside terrain DRMs is depen-
dentonparagraph“b”above.
e. Refer to the TEC and the CRT.
5.6 Defender No Retreat DRM. When in effect, apply a (+1)
DRM [22.12c and 22.42].
5.63 Attacking Engineer Effects DRM. When declared, apply a
(–1) DRM. This DRM applies when the attacking force includes an
engineer type unit (two or more engineer units have no additional
effect)and theDefenderHex hascity,major city, fortiedline,
Strongpoint, or river (not major river) terrain.
5.64 Axis Super-Heavy (S-H) Artillery DRM. Each Attack Sup-
plied unit provides a (–1) DRM if the defending force receives any
DRMsforcity,majorcity,orfortiedlineterrain,orStrongpoint.
Axis S-H DRMs (or S-H and engineer effects DRMs) cannot exceed
the Soviet DRMs received for the above terrain.
Note: Axis S-H Artillery units may also possess support strengths
that add to Axis attack strength.
5.65 Close Air Support (CAS) DRM. IfaCASmissionwasown
in the hex, the net CAS points [15.13 and 17.33f] are now translated
into DRMs. Each Attacker CAS point equals a (–1) DRM. EachDefender CAS point equals a (+1) DRM.
5.66 Supply DRMs
a. If one or more defending units has an Out of Supply marker,
apply a (–1) DRM.
b. If one or more attacking units is out of Attack Supply, apply a
(+2) DRM.
5.67 Combined Arm Bonus (CAB)
a. The attacker gains a (–1) DRM if two conditions are met. First,
the attacking force contains at least one armor-type unit (red attack
factor) and at least one reconnaissance, motorized infantry, motor-
cycle, or engineer unit. Second, the defending force cannot contain
armor, anti-tank, or anti-aircraft units.
b. The CAB does not apply when all defending units are behind river
hexsides, major river hexsides, or in swamp hexes, non-destroyed
fortications,cities,majorcities,mountain,oralpinehexes.
c. The CAB does not apply during Mud, Snow, or Arctic weather.
DESIGN NOTE: Due to lack of tactical prociency, single counter
Soviet tank divisions do not receive the Combined Arms Bonus even
though they contained motorized infantry elements.
5.68 Panzer Division Integrity Bonus DRM
a. When enough component units of a German Panzer Division or
German Motorized Division are attacking the same defender, the
Axis Player applies a (–1) DRM for that combat for each qualify-
ing Panzer and Motorized division. This bonus applies even if the
component units are attacking from different hexes or if any of them
has been reduced in strength.
b. Motorized divisions do not automatically receive this bonus.
Each qualifying Motorized division in a given attack requires one
qualifying Panzer division to receive the bonus.
c. The following conditions allow a Division to qualify for this
bonus:
1. None of the necessary component units can have an Out of
Supply marker (unless the division is participating in an attack
that is Attack Supplied).
2. A Panzer Division must have three component parts present: its
Panzer regiment plus one of its motorized infantry regiments plus
either the second motorized infantry regiment or the recon unit.
3. The Motorized Division has all three of its units present (two
motorized infantry regiments and the recon unit).
Exception: Any SS motorized division needs only three of its four
component units present to qualify. The SS LAH brigade also quali-
esifitstwocomponentunitsarepresent.
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5.7 Netting DRMs
Net the attacker and defender DRMs. Each plus one (+1) DRM off-
sets a minus one (–1) DRM. The plus or minus DRM total remaining
afteroffsettingisthenalDRM.
Important Note: Final DRMs can never be greater than +3 or –3.
5.8 Combat Resolution
5.8 Procedure
a. Referring again to the CRT, locate the odds column to be used for
the combat.
b. Roll the die.
c. Find the die roll number in the left-hand column of the CRT.
d. Cross-index the die roll number with the odds column. If there
is no Final DRM to be applied, the results box where the die roll
number and odds column intersect is the Combat Result.
e. If there is a plus Final DRM, go down the column one box for
each DRM number [example: A (+2) DRM would cause a move two
boxes down on the column]. This becomes the combat result.
f. If there is a minus Final DRM, go up the column one box for each
DRM number [example: A (–3) DRM would cause a move three
boxes up on the column). This becomes the combat result.
g. Plus and minus DRMs that remain unused when the zero (0) or
eleven (11) boxes on any odds column are reached are lost.
h. After obtaining the Combat Result, remove the Declared Attack and
numeric markers from the defender hex before applying the result.
6.0 Combat Results6. The CRT
Each box on the CRT is divided into an upper result that applies to
the Attacker and a lower result that applies to the Defender.
6. Combat results are:
a. No Result ( – ). Nothing happens. There is no step loss and no
retreat after combat.
b. Step Loss (, , 3, or 4). The affected force loses one to four
steps, as indicated.
c. Elimination ( e ). All affected units are removed from play and
placed in the Eliminated Box or Do Not Rebuild Box.
d. Asterisk ( * ). Apply possible additional step loss.
e. Retreat ( R ). All the remaining affected units are retreated.
6. Defender artillery units not in a Defender Hex or attacker
artillery units not adjacent to a Defender Hex suffer no combatresults.
6.3 Artillery units in a defender hex are subject to all combat re-
sults, as are attacker artillery units adjacent to the Defender Hex.
6. Step Losses
6. When a loss of combat strength is required, the owner removes
the indicated number of combat strength levels (called steps) from
the total force, not from each unit in that force.
Note One: No Retreat and Additional Retreat orders may increase
or decrease stated step losses [16.41].
Note Two: Units with the Do Not Rebuild symbol in all cases go
directly to the Cannot Rebuild Box on the Unit Rebuilding Chart.6. A combat unit possesses up to four steps. For both sides, all
units with a printed defense strength (on their full-strength side) of
eight (8) or more have four steps. All units with a printed defense
strengthofve(5)ormorehavethreesteps.Allotherunitswith
values on both sides of their unit counter have two steps. Those
with values on only one side of their counter have one step. Certain
units are one-step units even though they have values printed on
both sides. Examples are: Soviet HQs, Soviet UR/MG units, some
Soviet Untried Militia units, Axis base units, and Axis super-heavy
artillery units.
6.3 Removing Losses. When called for on the Combat Results
Table, a unit takes losses in steps. When a four-step unit takes itsrstloss,placeaStepLossmarkerdirectlyonitsFullStrengthside.
A Step Loss marker lowers the unit’s attack and defense strengths
by two (–2) each for all purposes. If that unit loses another step,
remove the marker and turn the unit to its reverse (Reduced Strength)
side. A third step loss is indicated by placing a Step Loss marker on
top of the reduced unit. That decreases its reduced strength attack
and defense by two points each. A fourth step loss removes the unit
from play. A unit losing more strength levels than it has available
is removed from play.
6.4 When a unit is removed from play due to combat losses, place
it in either the Cadre Box or the Eliminated Box, depending on how
itsufferslosses.Unitsremoved(eliminated)byan“e”result,or
because they cannot retreat due to being completely surrounded byenemy units or impassable terrain, are placed in the Eliminated Box.
One-step units which suffer a step loss during Overrun are placed
in the Cadre Box. All other units reduced beyond their last step are
placed in the Cadre Box.
Exception One: Regardless of how it is lost, an eliminated armored
train or Zap unit is always placed in the Cadre Box.
Exception Two: Regimental Substitute Counters are set aside for
re-use; they do not go to the Unit Rebuilding Chart.
Exception Three: Units that cannot be rebuilt go to the Cannot
Rebuild Box.
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6.5 Step losses and Victory Points. Whenever an armor or non-
Guard artillery step is lost, move the appropriate loss marker one
box to the right on the Axis or Soviet Step Loss Track. When the
step loss marker reaches the right-most box of the Soviet or Axis
step loss track, move the marker back to the zero box and increase
the VP total by one (for Soviet losses), or decrease the VP total by
one (for Axis losses).
Note: Each Soviet Guard artillery step loss is worth one VP. It
is posted directly to the VP track, bypassing the step loss trackentirely.
6.3 Asterisk (*) Results
6.3 Asterisk (*) results on the CRT require an additional one step
loss if any of the following conditions apply:
a. The attack was made without Attack Supply (regardless of the
supply status of the attacking units).
b. The attack is declared as a Mandated Attack (Soviet only).
c.Theattackismadeagainstanon-destroyedfortication(allat -
tackingunitsmustattackthroughfortiedlinehexsidesforthe
asterisktobeineffectforfortiedlinehexes).
Asterisk results are cumulative. A Soviet force, not Attack Supplied,making a Mandated Attack on an Axis defender in a Strongpoint
would lose three steps more than the printed step loss if an asterisk
result occurs. An Axis force attacking without Attack Supply against
aSovietforticationwouldlosetwostepsinadditiontotheprinted
step loss if an asterisk result occurs.
6.3 Special Situation Asterisk Losses. Engineers and armored
units are subject to step loses due to asterisk results.
a. Engineers. Pre-conditions for loss:
1. One or more engineer steps are part of a declared attack.
2. The attacker has declared engineer effects and has received the
(–1) DRM.
b. Asterisk results against engineers
1. If the result is an asterisk only, the engineer unit takes the step
loss.
2. If the result is a numerical step loss and an asterisk, the engi-
neertakestherstnumericalsteploss.Ifstepsremainafterthe
engineerhaslostthatrststep,anyotherattackingunitcan
fulllthoselosses.
EXAMPLE ONE: An Attack Supplied Axis force attacks Soviet units
in a Strongpoint. The attacking force includes an engineer step, and
engineer effects are declared. The combat result is asterisk (*) only.
No numerical step loss is shown, but the asterisk requires a step
loss due to attacking a fortication. Because engineer effects were
declared, an engineer step is the step lost.
EXAMPLE TWO: The situation in Example One remains unchanged,
except that the combat result obtained is “1* “ The Axis force now
is required to lose two steps, one for the numerical loss, and another
for the asterisk, because a non-destroyed fortication was attacked.
Because engineer effects were declared, the rst step loss must be
an engineer step. The engineer step satises the asterisk result. Any
other Axis step can satisfy the numerical result.
EXAMPLE THREE: Same situation as Example One, but the com-
bat result is “1” (no asterisk). One Axis step is lost, but it does not
have to be the engineer step. Even though engineer effects were
declared, it takes the asterisk result to require the rst step loss to
be an engineer step.
EXAMPLE FOUR: Refer back to Example One. This time, however,
the Axis Player does not declare engineer effects. The engineers are
still part of the attack force, but they do not provide a (–1) DRM
against the fortication. The asterisk still requires an Axis step loss
for attacking the fortication, but the engineers are not required to
lose a step to satisfy it.
c. Armor Attrition. Armor-type units (red attack factors) are
requiredtotaketherststepofanasteriskcombatresultwhenat-
tacking or defending if:
1. The attacking force contains one or more steps of armor, and
2. The defending force has one or more steps of armor, anti-tank,
or anti-aircraft units, and
3. Engineer effects are not declared (engineer units take prece-
denceoverallotherunitsfortakingtherststeplosswhen
engineer effects are declared), and
4. The combat result contains a numerical result and an asterisk.
An armor step loss, in effect, is required by the asterisk to satisfy
the numerical step loss result. An asterisk alone will not causean armor step loss.
Note: Any time the attacker loses an armor step to armor attrition,
thedefendermustsatisfytherststepofanynumericalsteploss
with an armor, anti-tank, or anti-aircraft step.
6.4 Retreats
WhenacombatresultincludestheRetreat(“R”)result,theown -
ing player immediately moves each affected unit two hexes in any
direction away from the Defender Hex.
6.4 Units with No Retreat or Additional Retreat markers are
exceptions to two-hex retreat.
a. No Retreat. Units with a No Retreat marker (or stacked with aqualifyingNKVDunit)donotretreatwhentheyreceivean“R”
result. Remove the No Retreat marker (if present) and apply one
step loss in addition to the printed combat result.
1. If all No Retreat units are German (including SS), there is no
further No Retreat loss.
2. All other attacker or defender No Retreat unit combinations
take one more step loss unless all defending units occupy a city,
major city, hill, mountain, alpine, woods, or any non-destroyed
forticationhex.
b. Additional Retreat. Ifthecombatresultindicatesan“R”forunits
with an Additional Retreat marker (either attacking or defending),
remove the Additional Retreat marker and retreat each affected unitthree hexes instead of the normal two-hex retreat.
1. The retreat path is always determined by the non-owning player,
however, the non-owning player cannot retreat units through
hexes where they would be destroyed during retreat, or through
hexes where the unit may be subject to loss when retreating
through enemy ZOC [16.46], if other safe retreat path hexes
areavailable.Ifalternate“safe”retreatpathsareavailableto
the non-owning player, he can use any of them.
2. Units with Additional Retreat markers cannot retreat through
even one hex in an uncontested enemy ZOC [16.46].
3. Units with Additional Retreat markers may take fewer step
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losses.Ifthecombatresultfortheforcecontainsbothan“R”
result and a numerical result [examples: 1R, 2R, or 3R], the
number of steps lost is reduced by one.
4. Attacking units with Additional Retreat markers cannot advance
after combat [16.5], even if allowed to do so by the combat
result.
6.4 Unable to Retreat
a. Some units cannot retreat. Supply Dumps, bridge units, zero MA
units, any Axis (and Soviet) railroad artillery or super-heavy artillery
unitsontheirringsides,andSovietrailroadartilleryunitsontheir
ringsidesareeliminatedifforcedtoretreat.Bridgeunits,MSUs,
Supply Dumps, and Regiment Substitute Counters [24.0] are set
aside for re-use. Combat units go to the Eliminated Box or Cannot
Rebuild Box (depending on unit type).
b. Units that are totally surrounded by any combination of enemy
combat units and impassible terrain cannot retreat and are elimi-
nated. Place them in the Eliminated Box or Cannot Rebuild Box
(depending on unit type).
Note: Changing weather can make retreat possible or impossible. For
example: Mud can take away retreat paths for super-heavy artillery
[16.43]; freezing conditions can make retreat possible across major
river, lake, and sea hexsides.
c. Units forced to retreat off a map-edge [10.55] are removed from
play and placed in the Cadre Box or Cannot Rebuild Box (depend-
ing on unit type).
6.43 Some units have restricted retreat paths. Units that cannot
follow their restricted retreat paths are eliminated.
a. Super-heavy artillery units on their mobile sides can retreat only
through hexsides crossed by motorways, main roads, (and minor
roads on Dry, non-Lingering Mud weather turns). If no retreat is
possible, place them in the Cannot Rebuild Box.
b. Armored trains or railroad artillery can retreat only along railroad.If no retreat is possible, place the railroad artillery in the Cannot
Rebuild Box; place the armored train in the Cadre Box.
c.Aotillacanretreatonlythroughhexsidescrossedbycanals,
major rivers, lake, or sea. If no retreat is possible, place it in the
Eliminated Box.
d. No unit can retreat across an unbridged, non-frozen major river,
lake, or sea hexside.
6.44 Retreats Allowed Through Enemy ZOCs. Units cannot end a
retreat in a hex in an enemy ZOC, however units can retreat through
hexes occupied by one or more friendly combat units even though
enemy units project ZOCs into that hex (friendly occupation of the
hex negates the ZOCs). If a unit ends its required retreat in a friendlyoccupied hex in an enemy ZOC, or the hex has a Declared Attack
marker, the retreating unit retreats one additional hex. If this hex is
also in an enemy ZOC, or the hex has a Declared Attack marker,
place the retreating unit in the Cadre Box instead.
6.45 Retreats Prohibited Through Enemy ZOCs. Units can
never retreat through two consecutive vacant hexes in enemy ZOCs.
Any units that would have to do so are placed in the Eliminated
Box instead.
6.46 Retreat Through One Enemy ZOC. A unit (or stack) can
retreat through one vacant hex in an enemy ZOC, unless it has an
Additional Retreat marker [16.41b.2], but may be destroyed in the
process.
Procedure:
1. When the retreat is concluded, the unit (or stack) automatically
loses one step, and a die roll is made to determine the fate of the
remaining steps [refer to the Retreat Table on the 11x17 Chart Card].
Any Soviet HQ that retreats through the Axis ZOC is immediately
turned to its Non-Op side [22.23c].2. Roll the die and apply any necessary DRMs.
Note: There is a substantial DRM penalty to the retreat die roll for
retreating artillery units. Players can voluntarily remove artillery
units and place them in the Eliminated Box prior to retreating rather
than compromise an entire stack’s chances of escape by retreating
artillery and non-artillery units together.
3.Ifthemodieddierollis3orless,theretreathassucceeded,and
nofurtherlossoccurs.Ifthemodieddierollis4ormore,theretreat
attempt has failed. Remove all retreating units and place them in the
Cadre Box.
6.47 Retreats and stacking. A unit can retreat through a hex con-
taining friendly units, even if that means (temporarily) exceedingstacking limits. A unit cannot end its retreat in violation of stacking
limits. If it has no alternative but to be overstacked in the second
hex of retreat, move it one extra hex away from its original combat
position. If still overstacked in the third hex, it is removed and placed
in the Cadre Box.
6.5 Advance After Combat
When any Defender Hex is vacated as a result of combat, attack-
ing units can advance into that hex (subject to terrain and stacking
limitations). Advances are useful in cutting off the retreat of enemy
units whose combat has not yet been resolved.
6.5 A player exercises the option to advance immediately, before
resolving any other combats. A player is not forced to advance a
unit. Advancing units cannot attack again in that phase.
6.5 Only victorious non-artillery attacking units that participated
in that combat can advance.
6.53 Advancing units can only enter the hex that was attacked.
They ignore enemy ZOC to enter the hex.
6.54 Units cannot violate stacking limits at the end of an advance
after combat.
6.55 In the case of multiple hex combat, victorious units can advance
from any hex from which the attack was made and into any adjacent
Defender Hex (subject to stacking and terrain limitations).
7.0 AirpowerAir units represent virtually all the tactical aircraft used by both
sides.Eachairunitequalsoneghterorbombergroupoffortyto
eighty planes.
7. Air Units
7.There are two types of air units in the game: Fight-
ers(marked“F”onthecounters)andBombers(marked
“B”).Airunitsdonothave“steps”likegroundunitsand
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so cannot be taken as losses in ground combat, although they are
subject to losses from air combat [17.3] or AA Fire [17.4].
DESIGN NOTE: All air units have their aircraft type marked on the
counter. This is usually for historical reference, but units are also
differentiated for limited and unlimited ranged ight by aircraft
type [17.22]. The Soviets usually employed more than one aircraft
type in their air formations, so the type listed is the prevailing type
in that unit.
Bothsideshave“Dummy”airunitstoaidindeceivingtheopponent
concerning the content of an air mission [17.21].
7. Air units for both sides are kept in the appropriate box of the
Air Unit Status Card whenever they are not in use. The capacity of
each box is unlimited.
7.3 A player performs missions [17.2] with as many air units that
are in the Ready Box as he desires during each turn. An air unit is
notavailabletoyamissionunlessitisintheReadyBox.
7. Air Missions
7. Air units can conduct either of two air missions, Interdiction
[13.0] or CAS [15.1].a. Each air unit (actual or Dummy) in the Ready Box can perform
only one air mission per turn.
b.A maximum of three air units per side (including Dummy air units)
can be allocated to a single CAS or Interdiction mission per turn.
c. When conducting an air mission, the owning player places his
air unit(s) in the mission hex desired. He does not move them hex-
by-hex across the map.
d. Mission maximums: one Interdiction mission per hex per turn;
one CAS mission per Declared Attack.
Note: Soviet air units cannot perform Interdiction missions, but
Sovietghter(F)unitscaninterceptAxisInterdictionmissions.
7. Range Limitations
a. Mission hexes for Axis single-engine air units cannot be more
than 25 hexes from any friendly Supply Source, town, city, or
major city in General Supply. All other Axis air units can conduct
missions in any hex.
b. Axis single-engine air units are the following types: Bf109E,
Bf109F, Ju87, B534, Cr42, IAR-80, and PZL.
c. No Soviet air unit of any type, except TB-3 and DB air units
[long-range bombers], can be placed in mission hexes more than
25 hexes from a friendly Soviet Supply Source, town, city, or major
city that is in General Supply.
d. A hex used for air ranges cannot be placed in General Supply byspending an ASP.
7.3 Air units performing Interdiction missions can be placed
anywhere that does not exceed their range. Fighters opposing an
Interdiction mission are placed in any mission hex that does not
exceedtheirrange.TheAxisPlayermustrstallocateallInterdiction
missionsandthentheSovietPlayersendsopposingghters.
7.4AirunitsperformingCASmissionsandopposingghtersare
placed only on mission hexes that do not exceed their range. The
CAS mission hex can only be a hex containing a Declared Attack
marker.TheattackingplayerrstallocateshisCASmissions,and
then the defending player allocates his CAS missions.
Note: Defender CAS missions can be placed on mission hexes that
contain no attacker CAS mission units.
7.5 Place air units upside down on their mission hex. Their iden-
tity and strength is unknown to the enemy player until air combat
[17.31a] is conducted.
7.6 As units complete their mission for the turn, place them in the
Flown Box. Air combat [17.3] or AA Fire results [17.4], might cause
them to be placed instead in the Damaged or Destroyed Boxes.
7.3 Air Combat
When air units move to a hex containing enemy air units, air combat
mayoccurbetweenthoseunitsifeitherorbothplayershavering
airunits.Iftherearenoringairunits,thereisnoaircombat.
7.3 Determine Firing Air Units
a. Turn all air units in the hex of both sides over to their front sides.
Remove Dummy air units.
b.Separateringunitsormissionunits.InallInterdictionmissions,
theAxisPlayerdeclaresrst.InCASmissions,therstplayerto
declare is the player who has declared the ground attack.
. Mission units.Allairunitswithunittypesymbol“B”aremis-
sionunits.Anyairunitdesignatedasamissionunitcannotre
during air combat. Mission unit Air Combat Ratings (ACRs) are
used solely to defend in air combat.
2. Dual purpose fghter units.Someghter(“F”unittype)units
on both sides possess CAS ratings in addition to their ACRs. In
anyCASmissionwheredualpurposeghtersarerevealed,the
owningplayerimmediatelydeclareswhetherthoseghtersare
missionunitsorringunits.Thedeclarationisirreversible.Ad-
ditionally,mostAxisghterunitscarryaninterdictionratingthat
makes them dual purpose interdiction units. In any InterdictionmissionwhereAxisghtersarepresent,theAxisPlayerdeclares
whethereachghterisservingasamissionoraringunit.
3. Firing units.Allghter(“F”unittype)unitsnotdesignatedas
missionunitsareringunits.Ifbothplayershaveairunitsinthe
missionhexandoneormoreringunitsarepresentthenconduct
Air Initiative [17.34] to determine whether air combat occurs.
7.3 Air Initiative
a.AirInitiativedeterminestheorderofringunitplacementinair
combat.Beforeaircombatplayersrstdeterminewhichsidehas
AirInitiative.Inallcasestheplayerwiththeringunit,ortherst
playerconductingamission(ifbothhaveringunits),resolvesthe
AirInitiativeTable.Ifaplayerhasnoringunits,hecannothaveAir Initiative, but players still resolve the Air Initiative Table to
determine other air combat conditions.
b. Determining Air Initiative:
1. Roll one die and refer to the Air Initiative Table.
2.Iftheresultindicatesnoaircombat,playersreturnallringunits
to their Flown Boxes. Mission units conduct their mission.
3. If the result indicates that one side has Air Initiative, conduct the
air combat procedure.
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7.33 Conducting Air Combat
Aircombatoccurswhenanairunitresonanotherairunit(amis-
sionunitoranotherringunit).
a. The player who has Air Initiative now selects those enemy air
unitsthathisairunitswillght.Eachenemyringunitisengaged
byafriendlyringunitbeforeanymissionunitsareattacked.Ifone
playerhasmoreringunitsthantheother,excessringunitsmay
“gangup”onanyenemyairunit.Firingunitsattackedbymorethan
oneenemyunitcanonlyreattherstattacker.
b.Eachplayerrollsonedieforeachringunit,referringtotheAir
CombatTableforresults.Allringisconsideredtobesimultaneous,
soallunitsrebeforeapplyingresults.
c.Tore,subtractthetargetunit’sAirCombatRating(ACR)from
thatoftheringunit.Thenrollonedieandrefertothecolumnon
the Air Combat Table which is equal to this difference.
EXAMPLE: A Bf-109F (ACR of 4) ring at a MiG 3 (ACR of 2) res
on the “+2” column of the Air Combat Table. The MiG 3 returns
re on the “–2” column.
d. Air Combat Results. Referring to the Air Combat Table, players
apply air combat results to each combat. Air units affected by aircombat results are returned to their respective air unit status cards.
A Aborted units go to the Flown Box
D Damaged units to the Damaged Box
X Eliminated units to the Destroyed Box
e. Local Tactical Advantage. If the Air Initiative result allows one
player Local Tactical Advantage, and if that player has any unen-
gagedringunitsaftertheinitialroundofcombat,heselectsanew
target (with no restrictions) for each of them. To be unengaged, a
ringunithasforceditsinitialroundairopponenttoreturntothe
Air Unit Status Card. Regardless of air unit type, the targets of Local
TacticalAdvantagerecannotreturnre.Nowresolveeachnew
air combat.f. Surviving mission units will continue the mission. Place all sur-
vivingringunitsintheFlownBox.
Note to Solitaire Players: There are two good ways to play this
air system solitaire:
. Don’t use Dummy air units. Keep all units face up at all times.
Make the best moves you can for each side.
. Keep the Dummy air units. After performing Readiness rolls,
separateeachside’sReadyairunitsintotwogroups:allringunits
in one group, all mission units in the other. Place one Dummy unit
witheachgroup.Thenipallairunitstotheirunknownsides.When
you allocate air missions, allocate blindly, so you’ll know only the
number of air units of each type that you will allocate to each mis-sion, not their identities or values. Reveal them normally during
combat, and you’ll be surprised! Once air units are revealed, make
the best moves you can for each side.
7.4 AA Fire
7.4 After the completion of Air Combat procedure, surviving
mission units undergo AA Fire from eligible units [17.42]. AA Fire
comes from the mission hex and all six surrounding hexes. If any
unit in those seven hexes is eligible, AA Fire takes place. Otherwise,
there is no AA Fire, and the mission units conduct their missions.
Resolve AA Fire against mission units using the AA Fire Table.
Note: Air Transport missions do not undergo AA Fire.
7.4 Eligibility
a. Most Axis combat units are eligible for AA Fire. Not eligible:
All cavalry units and units with No ZOC bands (exception: all Axis
anti-aircraft,otilla,andnavalunitscanre).
b. All Soviet divisions (except cavalry divisions), HQs, anti-aircraft
units of any size, and naval units (except transports) are eligible. Not
eligible:Cavalrydivisions,otillas,navaltransportsandallunitsofless than divisional size (unless noted above).
7.43To resolveAAFire,eachplayerresonceagainsteach
enemy mission unit in the mission hex (regardless of the number
of eligible ground units). Apply the DRMs listed with the AA Fire
Table. Aborted mission units go to the Flown Box. Damaged mis-
sion units go to the Damaged Box. Destroyed mission units go to
the Destroyed Box.
Important Note:Friendly and enemy AA DRMs can never be greater
than+2or–2beforenettingoutagainsteachotherforanalAA
DRM to apply to the AA Fire die roll.
EXAMPLE: An Axis Ju87 air unit with an AA DRM of –1 conducts
a CAS mission against a hex in range of one Soviet HQ and twoSoviet AA units. The Soviet Player has an initial DRM of +3, but
it is reduced to +2 to comply with the +2 DRM limit. The Axis –1
DRM is netted out, leaving a +1 DRM to be applied to the Soviet
AA Fire die roll against the Ju87 air unit.
7.44 Mission units that survive AA Fire perform their mission and
then go to the Flown Box.
7.5 Air Transport Missions
See 11.7.
18.0 FortifcationsTherearetwotypesoffortications:Strongpointsandfortiedlines.
Strongpointsareavailabletobothplayers,butfortiedlinesbenet
only the Soviet Player.
8. Common Features
8. Any friendly non-destroyed Strongpoint blocks tracing an
enemy Supply Route through the hex it occupies. A non-destroyed
fortiedlinehexsideblocksthetracingofanenemySupplyRoute
throughitshexside.Anenemyforticationmustbedestroyedbefore
a Supply Route can be traced through its hex (hexside) or before rail
conversion in its hex (or across its hexside) can occur.
8. It costs one additional MP to enter a hex containing any type
ofnon-destroyedenemyfortication.Ifthehexcontainsafortiedline,movementacrossthefortiedlinehexsidecoststheextraMP.
InhexescontainingbothfortiedlinesandStrongpoints,thecost
is still one additional MP regardless of the hexside crossed. Road
(any type) does not negate this additional cost.
8.3Allforticationscontinuetogivedefensivebenetstofriendly
unitsuntiltheyaredestroyed.Aforticationisdestroyedwhenan
enemydivisionorengineerunit remains inthe forticationhex
during its Engineering Phase.
Note: German Panzer and Motorized Divisions must have enough
oftheircomponentunitstogetherinaforticationhextoqualify
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for Panzer Division Integrity Bonus [and other groups that qualify;
see15.68c]beforetheycandestroyafortication.
8.4 A Strongpoint under Construction is destroyed by moving
any enemy combat unit onto or through the hex.
8.5Overrunscanbeconductedintoacompletedforticationhex
so long as they satisfy rule 11.42c.2.
18.2 Fortifed LinesFortiedlinesrepresentconcretepillboxesandbunkers.Allfortied
lines have been printed on the map.
8.Fortiedlinesareahexsidefeature.IfallAxisunitsareat -
tackingacrosshexsidescontainingafortiedline,thentheAxis
Player applies a (+1) DRM for that combat, cumulative with other
effects. If even one Axis unit attacks through a hexside not covered
bythefortiedline,theDRMdoesnotapply.
8. The Axis Player cannot use the Combined Arms Bonus if all
Axis units in that combat are attacking across non-destroyed forti-
edlinehexside.
8.3TheSovietPlayercanbuildaStrongpointonafortiedlinehex.
8.4Oncedestroyed,afortiedlinehexsidecannotberebuilt.
8.3 Strongpoints
Strongpointsrepresenteldforticationspreparedfor
defense from all directions. Strongpoints must be built;
they are not printed on the map.
8.3 Both players can build Strongpoints. Construction can start
on any hex in General Supply. The construction hex cannot already
contain another Strongpoint. A Strongpoint under construction has
no effect on play.
8.3 During the course of the game, the number of Strongpoints
allowed on the map for both sides is unlimited; the counter-mix does
not constitute a design limit.
8.33 The Soviet Player cannot begin the construction of more
Strongpoints each turn than those allowed by results from the Soviet
Replacements Table [7.21]. Strongpoint replacements cannot be
accumulated from turn to turn.
8.34 Axis Strongpoints cannot be built unless scenario instruc-
tions allow construction and an engineer unit [23.12] is present in
the hex.
8.35 Construction Procedure. During the friendly Engineering
Phase,placetheStrongpointwith its“UnderConstruction” sideshowing. There is no additional cost to enter a hex with a Strongpoint
that is under construction. During the next friendly Engineering
Phase, turn Strongpoints that are under construction over to their
completed side if the construction hex is still in General Supply (if
the hex is not in General Supply, the Strongpoint remains under
construction). The construction process is now complete. Soviet
construction can be speeded by engineers [23.1]. Construction can
take place in an enemy ZOC.
Note: Once Arctic weather occurs in a scenario, Strongpoints for
both sides can only be constructed in hexes containing engineer
units.
8.36 Normal Combat Effects. If a Strongpoint is in the Defender
Hex, apply a (+1) DRM to the combat die roll. Additionally, the
attacker is not allowed to use the Combined Arms Bonus. A Strong-
pointbuiltinafortiedlinehexstillallowsonlya(+1)DRM,but
is regardless of the direction of the attack.
8.37 Special Combat Effects. When a Soviet Strongpoint is built
onanundestroyedfortiedlinehexthatiswithinfourhexesofa
friendly city or major city hex, apply a (+2) DRM for attacking
throughthat fortiedlinehexside[representingdefensiveworks
built in depth by civilian workers recruited from the cities]. If even
oneAxisunitattacksthroughahexsidenotcoveredbythefortied
line, apply only a (+1) DRM.
8.38 Non-OP HQs prevent construction of normal Soviet Strong-
pointswithintheircommandradius,butnotof“E”SovietStrong-
points [22.25.a]
9.0 Railroad ConversionThe Soviet Union had a track width different from that of the other
European nations.
9. Rail Hex Status
9. Only friendly railroad hexes can be used for friendly rail move-
ment and tracing friendly supply. The scenario set-up instructions
specify railroad hexes friendly to the Soviet and Axis Players.
9. Soviet Union Rail Hexes. Each Soviet Union border hex is
eligible to receive a Rail Cut marker with an arrow pointing toward
the rail hexes in the Soviet Union. Scenario set-up instructions do
not require placing these markers because every rail hex in the
Soviet Union is friendly to the Soviet Player until an Axis Railhead
marker occupies or passes through the hex. For the Axis Player, the
only friendly railroad hexes in the Soviet Union are those under or
behind Axis Railhead markers.
9.3 Both players can convert rail hexes to friendly use during their
respective Engineering phases. All hexes converted in a single phase
are added only to a functioning railroad net [6.4]. A player cannot
leave gaps. Gaps may appear later due to enemy action [19.4].
9. Axis Rail Conversion
9. To convert a railroad hex, the Axis Player is not
required to have a unit occupying that hex. Instead,
he has conversion points (as indicated in the scenario
instructions) available every turn. He spends these to
convert any railroad hex that is:
a. in General Supply, and
b. not in an enemy ZOC (unless a friendly unit occupies the hex),and
c. adjacent to a friendly Railhead marker. As each rail hex is con-
verted, the Railhead marker is moved into that hex, making the
next hex on the line to be converted adjacent to the Railhead.
Note: Previously converted rail hexes marked with Soviet Rail Cut
markers are always eligible for re-conversion.
A swamp hex or marsh hex costs two conversion points; all other
hexes cost one conversion point. During Mud, Snow or Arctic
weather, all hexes cost two conversion points. As the Axis Player
spends the conversion points, he converts the affected hexes im-
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DESIGN NOTE: We do not allow the Axis Player to cut rail lines
because generally, the Axis did not destroy Soviet railroads during
this time period. They expected instead to capture and to put them
to their own use. The Soviets, on the other hand, destroyed Axis
railroads.
0.0 Using ReplacementsBoth players can spend available Replacement Points (RPs) duringtheir respective Engineering phases. RPs can be spent to strengthen
on-map units, or rebuild units on the Unit Rebuilding Chart [see 7.0
and the Unit Rebuilding Charts for procedures].
.0 Soviet SurrenderIt is well known that many surrounded Soviet units surrendered
during the campaign, but Guards and NKVD units [22.43], as well
asSovietunitsincities,wouldmoreoftenghttothedeath.
. Procedure
. During the Soviet Surrender Phase, the Soviet Player makes
a surrender check for each Soviet occupied hex that:a. is adjacent to an Axis combat unit without a No ZOC band, and
b. cannot trace a line of hexes of any length free of Axis units or
their uncontested ZOCs to a non-surrounded friendly major city,
port, or map-edge Supply Source.
DESIGN NOTE: Cut-off Soviet units are always subject to surrender.
MSUs and Supply Dumps can only reduce the possibility by keeping
units in General or Emergency Supply [Refer to the Soviet Surrender
Table on the 11x17 card].
. Refer to the Soviet Surrender Table and roll the die for each
qualifying hex. Modify the die roll by all applicable Table DRMs.
Ifthemodieddierollresultsinsurrender,allSovietunitsinthe
hex are removed and placed in the Eliminated Box. If the result isno effect, the Soviet units remain in the hex.
.0 Soviet Special Units. Operational Soviet HQs
Operational Soviet Headquarters (HQ) units (a HQ
unit on its front side) serve several important command
functions in the game.
. Every Soviet HQ has a Command Range of four hexes. The
range is traced without regard to terrain or enemy units and their
ZOC. When counting the range, do not count the hex occupied by the
HQ unit. >> Each HQ counts as one step for step loss purposes. EachHQ has a stacking value of zero, except when being transported by
rail or sea transport—then each HQ counts as one stacking point.
. Command value, as printed on the Operational HQ counter,
has three functions, all of which can be exercised during any turn.
It indicates:
a. The number of non-motorized units which the Operational HQ
can activate for movement at the beginning of any one Motorized
Movement Phase [10.24c]. The HQ cannot activate itself (or other
HQ units) and cannot activate cavalry [since cavalry is already al-
lowed to move]. To be activated, units must be within Command
mediately by moving his Railhead marker or removing Rail Cut
markers [19.23].
Exception: Conversion of a railroad hex containing an enemy
forticationcannotoccuruntiltherstfriendlyEngineeringPhase
aftertheforticationhasbeendestroyed[18.11].
9. Each turn, the Axis Player can spend conversion points to
advance Railhead markers on several rail lines, but no more than
four conversion points can be spent to move any single Railheadmarker. Unused conversion points are lost; they cannot be accumu-
lated from turn to turn.
9.3 The Axis Player uses Railhead markers to indicate the extent
of his rail conversion, as follows:
a. As the Axis Player spends conversion points, he moves the Rail-
head marker into the converted hex.
b. Whenever a Railhead marker moves onto a rail junction hex (one
where multiple rail lines converge), the Axis Player places additional
Railhead markers oriented toward each rail line which enters the hex.
If the Axis Player still has conversion points available, construction
proceeds along one of the rail lines exiting the junction hex and that
Railhead marker is advanced. The remaining Railhead markers canadvance as desired starting the next Axis Engineering Phase, subject
to conversion point availability.
c. A Rail Cut marker without an arrow indicates that just the hex
containing the marker is not converted and not available for use by
the Axis Player. When an Axis Railhead marker enters a rail hex
containing a Soviet Rail Cut marker without an arrow, remove the
Rail Cut marker.
d. Rail Cut markers with an arrow indicate that the hex with the
marker and all hexes in the direction of the arrow are not converted
for use by the Axis Player, and are available for use by the Soviet
Player. When an Axis Railhead marker enters a hex containing an
“arrow”RailCutmarkerwherethearrowpointsawayfromthe
Railhead marker, the Rail Cut marker is moved back one hex to the
nextfriendlySovietrailhex.The“arrow”markerisonlyremoved
when it enters a railroad hex containing a Rail Cut marker without
an arrow, or a hex containing a Rail Cut marker where the arrow
points toward the Axis Railhead.
Note: The Axis Player should remember that moving through a
railroad hex does not convert it. The Soviet Player can still use it for
Railroad Movement, even deep behind the Axis front line.
9.3 Soviet Rail Conversion
The Soviet Player can convert an Axis railroad hex during the
Soviet Engineering Phase only if a Soviet engineer unit occupies
the hex [23.11]. The engineer cannot have engaged in combat orStrategic or Railroad Movement during that Segment. If the above
conditions are met, the Soviet Player pushes back the Railhead
marker and places (or advances) a Rail Cut marker to indicate its
conversion, or removes a Rail Cut marker to make a line operational
for the Soviets.
9.4 Cutting Rail Lines
During his Engineering Phase, the Soviet Player can
place a Rail Cut marker on any Axis-converted rail hex
that is occupied by any Soviet combat unit. Axis units
can never cut rail hexes.
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Range of the activating HQ. Soviet Guards are activated in addi-
tion to those allowed by the HQ’s Command Value [22.41]. Place
Activated markers on any units activated.
b. The number of motorized units (again, within Command Range)
eligible to be moved by each Operational HQ during the Soviet
Reaction Phase [14.11c].
c.Thenumberof“AdditionalRetreat”or“NoRetreat”markersthat
can be placed during a single Segment on eligible combats within
an Operational HQ’s range [14.3 and 15.58].
EXAMPLE: If there are two combats but the only HQ within range
has a Command Value of one (1), a retreat order marker can be
placed on only one of those combats.
.3 Command value cannot be accumulated from turn to turn or
lent to other HQs. Air units can interdict Command Value [13.24].
.4 An Operational HQ can allow more than one Soviet artillery
unit stacked with the HQ to provide support to a Declared Combat
[refer to Artillery Support on the Chart and Table Card].
. Non-Operational HQs
. Each Soviet HQ is back-printed with a Non-Operational (Non-Op) side. Instead of a Command Value, the Non-Op HQ has recovery
value. Each Non-Op HQ is still a one-step unit with a stacking value
of zero (but one for Railroad Movement). Each Non-Op HQ retains
a Command Range of four hexes (not counting the HQ hex).
. Overlapping Command Ranges
a. If the Command Range of Operational and Non-Op HQs over-
lap, the Non-Op HQ’s Command Range takes precedence in any
hex where the overlap occurs, and Non-Op HQ effects supersede
Operational HQ effects.
b. If the Command Ranges of two or more Non-Op HQs overlap, an
enlarged Non-Op Command Range is created encompassing every
hex covered by each Non-Op HQ Command Range. All Non-OPrestrictions of 22.25 except the second sentence of 22.25g Movement
Restriction now applies to the entire Enlarged Non-Op Command
Range (all Non-Op HQs are still allowed to move). Use the lowest
recovery level of ALL Non-Op HQs involved for determining the
number of qualifying units that may be moved during each Move-
ment Phase in the entire enlarged Non-Op HQ Command Range.
.3 A Soviet HQ is placed on its Non-Op side when:
a. Scenario Set-Up Instructions specify.
b. The HQ receives an Overrun marker.
c. The HQ retreats through a vacant hex in an Axis ZOC.
.4 A Non-Op HQ cannot:a. Issue No Retreat or Additional Retreat orders.
b. Activate any non-motorized units (including Guards units) during
the Soviet Motorized Movement Phase.
c. Allow motorized units within its Command Range to move during
the Soviet Reaction Phase.
.5As long as a Soviet HQ remains on its Non-Op side, the follow-
ing restrictions apply to hexes located within its Command Range:
a.NewregularStrongpointscannotbeplaced,but“E”Strongpoints
can.Strongpointsontheir“UnderConstruction”sidescanbecom-
pleted.
b. Bridge units cannot be placed, or if already placed, cannot be
repositioned [however, they must be removed if an enemy unit enters
their hex].
c.SovietairunitscannotconductCASmissions,butSovietghter
units can still oppose Axis Interdiction and CAS missions.
d. No more than one Soviet artillery unit can contribute its support
strength to any given combat. Exception: Soviet Naval units are
exempt from this restriction.
e. NKVD units no longer confer No Retreat when occupying towns,
cities or major cities.
f. Any Soviet combat unit that begins its movement outside of a
Non-Op HQ’s Command Range can enter and freely move within
that command range. Once any such unit ceases moving within
four hexes of a Non-Op HQ, it becomes subject to the Movement
Restriction.
g. Movement Restriction. A Non-Op Soviet HQ can always move
during the Soviet Movement Phase. Also during each Movement
Phase, the number of Soviet combat units that can begin movement
within the Command Range is limited to one less than the Non-Op
HQ’s recovery value. For example, if the recovery value is three, only
two Soviet combat units located within the Non-Op HQ Command
Range can move during the Soviet Motorized Movement Phase (if
motorized), and the same (or different) two units can move during
the Soviet Movement Phase.
Note: Moving a Non-Op HQ can be critical, because the four hex
Command Range moves with it. Moving the Command Range frees
up units to move which would otherwise remain restricted.
.6 Recovery of Operational Status
a. Method One. Unless prohibited by scenario instructions, during
the Game Turn Interphase the Soviet Player rolls the die for each
Non-Op HQ. If the die roll is greater than the HQ recovery value,
the HQ remains Non-Op. If the die roll is equal to or less than the
HQ recovery value, turn the HQ over to its Operational side. The
Soviet Player can also roll for Non-Op HQs in the Active Box.
Unused recovery value cannot be accumulated from turn to turn or
lent to other units.
b. Method Two. Unless prohibited by scenario instructions, dur-
ing the Game Turn Interphase the Soviet Player can disband one
Non-Op HQ within the scenario map area. No more than one HQ
can be disbanded per turn. Disbanding the HQ is done instead of
the recovery die roll for that HQ [you can’t fail the die roll and then
decide to disband the HQ]. Place the disbanded HQ in the Cadre
Box (in Non-Op status). The Axis Player scores one VP for each
Non-Op HQ disbanded.
.3 Armored TrainsThe game units represent groups of trains numbered
for their controlling NKVD or Army railroad security
regiments.
.3 An armored train moves only on friendly connected railroad
hexes, up to 48 hexes per turn (subject to enemy air interdiction ef-
fects). It does not count against Rail Capacity. It can move during
either the Soviet Motorized Movement Phase or the Soviet Move-
ment Phase, but not both in the same game turn. It can move into
but not through an enemy ZOC. It can move on railroad hexes last
moved over by an Axis unit but not those converted to Axis use.
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.54 UR/MG units removed from the map for any reason do not
go back into the opaque cup. Place them instead on the Soviet Unit
Rebuilding Chart so they return to play through the normal replace-
ment process.
.6 Soviet Militia
All Soviet units with yellow unit type boxes are Militia
units. Militia units function as normal combat units, but
with some differences.
.6 Militia units (except for zero strength units) with infantry or
cavalry unit type symbols can be converted into Type I Replacement
Points during the Replacements Phase [7.22b]. Untried Militia units
cannot be converted until they have been turned to their Tried sides.
.6 Untried Militia. Unless scenario instructions
specify differently, during set-up all Soviet Untried
Militia units in the counter mix are placed in an opaque
cup to be drawn at random for placement on the Scenario
Set-Up Card. Excess Untried Militia units are set aside on their Un-
tried sides unused. Place Untried Militia units on the map on their
Untried sides. Unlike Untried UR/MG units [22.51] they cannot be
turned by the Soviet Player during any Soviet Movement Phase.Their actual strengths are revealed only during combat.
DESIGN NOTE: Militia performance was erratic. Soviet com-
manders were often the last to know how their Militia units would
perform in battle.
.63 Untried Militia units removed from the map for any reason do
not go back into the opaque cup. Place them instead on the Cannot
Rebuild Box of the Soviet Unit Rebuilding Box.
.64 Militia units cannot be placed or moved voluntarily more than
vehexesfromtheirplacementcity(donotcountthecity/major
city hex, but do count the hex occupied by the unit). If forced to
retreatoutsideoftheve-hexradius,however,theynolongercarry
any restriction.
.65 No Militia units (yellow unit type box) can be reformed.
.7 Zap Units
These were basic training units. During 1941 these units
also served as collection units for many of the individual
soldiers and small groups escaping east ahead of Axis
forces. They would hold large numbers of loosely orga-
nized manpower, but very few heavy weapons. In critical situations
they could be pressed into front-line duty.
.7 A Zap unit already on-map, at any town, city, or major city
that is in General Supply, can be used to recreate a unit currently
in the Cadre Box and requiring Type I Replacements. Remove theZap unit from the map during the Replacements Phase, then take
the rebuilt unit from the Cadre Box and place the rebuilt unit at the
Zap unit’s former location (placement not to exceed stacking limits).
Place a Do Not Move One GT marker on it. Remove that marker
during the Soviet Engineering Phase.
.7 An on-map Zap unit can provide a Type I replacement step
to an eligible reduced on-map unit. The reduced unit cannot move.
Place a Do Not Move 1 GT marker on it. The reduced unit can be at
any location on the game map, can be in an enemy ZOC, and does
not have to be able to trace supply. Move the Zap unit into the hex
.3 An armored train blocks any Axis Supply Line through the
hex it occupies. An armored train cannot carry or transport units.
Armoredtrainsarenot“armor”typeunitsforpurposesofmove -
ment or combat. Armored trains are rebuilt only from Armored
Train RPs.
.4 Soviet Guards and NKVD
.4 Soviet Guards. During the Soviet Motorized
Movement Phase, the Soviet Player can activate oneGuards unit per in-range Operational HQ. This activa-
tion is in addition to activation allowed by an HQ’s
Command Value, and is allowed even if Interdiction has reduced
the Command Value to zero [13.24a].
Note: Non-Op Soviet HQs cannot allow Guard activation
[22.24b].
.4 Soviet NKVD Units. These internal security
troops were not under army control, but during the
emergency conditions of 1941 many were committed
to front line duty. Whenever any NKVD unit defends
in a major city, city, or town hex, it makes the No Retreat option
mandatory and takes the last step of loss. If more than one NKVD
step occupies a defender hex, only one of those steps need be the
last step lost.
Note: Non-Op HQs negate the NKVD No Retreat effect [22.25e].
.43 Surrender die rolls receive a favorable DRM for any hex in
which there is at least one Guards or NKVD unit [see Surrender
Table].
.44 Motorized NKVD units cannot conduct Reaction Move-
ment.
DESIGN NOTE: Since NKVD units were not under Army command,
doctrine did not exist to allow such tactical exibility.
.5 Soviet UR/MG UnitsSovietUR(UkreplyonniRaion)unitsrepresentFortiedAreacom-
mands consisting of groups of machine gun units and sundry fortress
defense troops under an HQ. Machine Gun (MG) battalions often
included fortress or border guard units, but lacked the HQ element
that UR units possessed.
.5 All UR/MG units have Tried and Untried modes. The back
sides of the counters represent the Untried mode, where the unit
values are not known. UR/MG units are normally placed on-map
on their Untried sides. The front side of the counter showing unit
values is the Tried mode. UR/MG units are turned from their Un-
tried sides to their Tried sides by the Soviet Player in the Soviet
Movement Phase [11.6] or during combat [15.54]. Zero strengthUR/MG units are removed from the map immediately when turned
to their Tried sides.
.5 Untried UR/MG units cannot move, but each Untried UR/MG
unit exerts a ZOC. They are combat units and are subject to supply
restrictions and Soviet Surrender.
.53 Place all UR/MG units in the counter mix in an opaque cup.
Unlessspecieddifferentlybyscenarioinstructions,theseunitsare
placed randomly, Untried, in the At Start or Reinforcement sections
ofscenarioset-upcardswherespecied.AnyexcessUR/MGunits
are set-aside on their Untried sides and are not used.
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Railroad Movement during that Axis Segment. To construct the
Strongpoint, place the Strongpoint with its Under Construction
side up on the same hex as the engineer. Turn the Strongpoint over
to its completed side during the next Axis Engineering Phase if the
engineer is still in that hex.
3.3 To begin or end Air Transport missions in a town hex during
Mud turns, an engineer unit must occupy that hex.
3.4 A motorized engineer unit must be included in Overrun at-temptsagainstcity,majorcity,ornon-destroyedenemyfortication
hexes.
3. Bridge Units
Historically, many bridge construction engineers were available
to both sides and frequent use was made of pontoon bridges, even
across major rivers.
3. A bridge unit creates a bridge across an adjacent
river or major river hexside. Orient the arrow on the
counter to point directly at the bridged hexside. A bridge
negates the cost to cross that hexside.
3. Both players can use their bridge units to cross river and majorriver hexsides where there is currently no bridge, or to cross hexsides
where a bridge printed on the map has been destroyed.
Note: Soviet Non-Op HQs can limit bridge placement and move-
ment [22.25b].
a. A bridge unit does not move; it is removed, or repositioned for
construction. There is no limit to the number of times a bridge unit
can be removed or repositioned, but it can do this only once per
turn. When not needed (even for extended periods of time), a bridge
unit can be stored off map. A player is never forced to construct a
bridge.
b. Bridge construction can start on any hex in General Supply. The
construction hex cannot contain another bridge unit or non-destroyedbridge but can contain a destroyed bridge (printed on the map). When
completed, units can continue to move at road movement rate across
the bridge unit to the opposite hex (where the road leads) while
Repair procedures [see Playbook] continue on the original bridge. A
road Supply Route can also continue across such a bridged hexside.
Once the printed bridge is repaired, remove the Bridge unit.
c. A hex that by itself does not qualify as being in General Supply
can be placed in General Supply if an ASP is spent [6.53] and a
friendly combat unit occupies the placement hex, during the Sup-
ply Determination Phase. The combat unit can move away once the
bridge has been constructed, and the bridge unit can remain in this
hexindenitely,fullyfunctioningasa(road)bridge,eveniflater
determined to be Out of Supply.
d. Place the bridge unit during the Supply Determination Phase with
the Under Construction side face up. A Bridge Under Construction
has no effect on movement.
3.3 Bridge units are two-sided units. The front side is the Bridge
unit side (or the Completed side). The back side is the Under Con-
struction side.
a. Place the bridge unit adjacent to the hexside to be bridged. No
enemy ZOCs can extend into the hex of placement or into the des-
tination hex (the opposite, or adjacent, hex on the other side of the
river). For this purpose a friendly combat unit in the placement hex,
containingthereducedunit(musthavesufcientMPsandcannot
exceed stacking). Increase the reduced unit by one step and place
the Zap unit in the Cadre Box.
.73 Always place a Zap unit in the Cadre Box, regardless if used
as a replacements step, or eliminated in combat, or surrendered.
When these units are rebuilt during the Replacements Phase place
them in the Active Box.
Note: Zap units provide the Soviet Player with dual-purpose unitsthat can be committed to combat as weak, one-step units, or perhaps
beusedmoreprotablyason-mapTypeIRPs.
.8 Soviet Garrisons
.8 Garrison units are designated as such on the Soviet Set-up
Cards, or by placement of Soviet Reservists [8.4c]. A garrison unit
cannot move from its garrison hex until released. Garrisons are
released on a hex-by-hex basis. Once a garrison hex is released, all
garrison units in that hex are released; there is no further need to
keep any unit at that location.
.8 Release all units in a single garrison hex immediately
when:
a. The hex is attacked, or
b. The hex is judged Out of Supply, or
c. An enemy unit moves adjacent, or
d.Itisreleasedbyan“R”resultontheSovietReplacementsTable
[7.26b2], or
e. It is released by a release date listed in the scenario instruc-
tions.
Note: There are a limited number of Garrison Hex markers available
to mark garrison hexes, especially those hexes where garrison and
non-garrison units are stacked together. Feel free to make more of
these markers.
.9 Soviet PartisansLaterinthewar,PartisanssignicantlyaffectedAxisoperations.
TheearlywarPartisanswereusuallysweptupintheghting,serv -
ingasordinaryinfantry.Unlessspeciedbyscenarioinstructions,
Partisans function in all respects as infantry type units.
3.0 Other Special Units3. Engineers
3. A Soviet Engineer unit can place a completed
Strongpoint during the same turn it is received [18.35].
Place a completed Strongpoint marker under any engi-
neer in General Supply during the Soviet Engineering
Phase. That engineer cannot have engaged in combat, conducted
Strategic or Railroad Movement, or converted railroad hexes [19.3]
during that Soviet Segment. Once any Arctic weather occurs in a
scenario, a Soviet engineer unit must be present in a hex to emplace
a Strongpoint in that hex.That engineer cannot have engaged in
combat, conducted Strategic or Railroad Movement, or converted
railroad hexes [19.3] during that Soviet Segment. A Soviet engineer
unit can convert an Axis railroad hex during the Soviet Engineering
Phase only if it then occupies the hex [19.3].
3. An Axis engineer unit is always required to emplace an Axis
Strongpoint. It cannot engage in combat or conduct Strategic or
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d. Flotillasdefendingaloneinaforticationhexdonotreceivethe
forticationDRM.
e.AxisotillasareAA-capable.
3.4 Super-Heavy Artillery
Super-Heavy (S-H) Artillery units possess the heaviest
of the artillery pieces, the true monsters designed to
reduceforticationstorubble.
3.4 Movement Restrictions
a. Railroad movement [11.1]
b. Along connected main road or motorway hexes at a rate of 1 MP
per hex during all weather conditions. Strategic movement can be
used when all conditions are met [11.3].
c. Along connected minor road hexes at a rate of 1 MP per hex
in Dry weather turns only. No movement is allowed during Mud
weather turns or Lingering Mud turns. Strategic movement cannot
be used along minor road.
3.4 Soviet S-H artillery. Historically at this time, the Soviets
pressedtheirsuper-heaviesintoatacticalresupportrole.Soviet
S-H artillery functions as normal Soviet artillery units with the fol-lowing exceptions:
a. Movement restrictions [23.41]
b. Soviet S-H units with Activated markers cannot contribute their
support strength to any combat.
c.Sovietrailroadartilleryunitshavebothmobileandringmodes,
and they change modes identically to Axis railroad artillery
[23.43a, b].
Note One: Count Soviet S-H units against the four artillery units
per combat limit.
Note Two: Soviet railroad artillery is treated in all respects as su-
per-heavy artillery.
3.43 Axis S-H (including railroad artillery) functions differently
in several ways:
a. Axis S-H units are one step units, but the counters are two-sided
to depict two different modes. The front side is the Mobile side.
Note the blank range box and the zero support strength. S-H units
on their Mobile sides can move, but they cannot provide any sup-
port strength to Axis Declared Attacks. The back side represents the
Firing mode, with printed range, support strength, and attack DRM.
Firing mode MA is zero. S-H units in Firing mode cannot move, but
can contribute support strengths and DRMs.
b. Axis S-H units change modes during the Axis Engineering Phase.
If the S-H unit has not moved during the Axis Movement Phase, it
can change from Mobile mode to Firing mode. (It can then provide
support next turn.) If the S-H unit is in Firing mode, it can change
to Mobile mode and move during the next Axis Movement Phase.
c. Axis S-H units cannot provide support strengths or DRMs on
defense. Axis S-H units contribute their Defense strengths only if
occupying Defender Hexes.
d. Axis S-H artillery does not count against the four artillery unit per
attack limit. Each S-H unit contributes its support strength and DRM
only to attacks where the Defender Hex contains any combination
ofcity,majorcity,fortiedline,orStrongpoint.
e. The DRMs supplied by attacking Axis S-H and engineer units
or the destination hex, negates enemy ZOC into that hex.
b. If the bridge unit is placed adjacent to a river hexside, then turn
the bridge unit to its Completed side at the end of the Supply De-
termination Phase.
Note:Experiencedplayerscan“shortcut”thisprocedurebyplacing
a bridge unit on its Completed side on the hex adjacent to the river
hexside to be bridged.
c. If the bridge is over a major river, it completes its constructionduring the friendly Engineering Phase (it cannot be used during the
current Movement and Motorized Movement phases).
d. When completed, turn the bridge unit over to its Completed side
with the arrow pointing at the bridged hexside, if both placement
and destination hexes are still friendly and no enemy ZOC extends
into either hex (unless negated).
3.4 No more than two friendly bridge units per map can be in
use on any turn.
3.5A bridge unit is a non-combat unit and has no defense strength.
If other units in its hex are forced to retreat, the bridge remains
behind. It is removed when an enemy unit moves into its hex. A
removed bridge unit can be placed on any eligible on-map hex dur-
ing any future Supply Determination Phase.
3.3 Flotillas
3.3 Flotillas can move up to 16 hexes in both the
friendly Movement and Motorized Movement phases.
They do not move during the Reaction Movement Phase
[since they are not tied into an HQ communications
system]. They move along connected canal, major river, coastal, or
sea hexes, subject to Axis Air Interdiction. Flotillas can move into,
but not through an enemy ZOC [remember, enemy ZOC do not
extend across major river or sea hexsides].
3.3AotillablocksanyenemySupplyLinethroughthehexitoccupies. Flotillas cannot transport ground units. Flotillas suffer all
combat or Overrun results.
3.33 Flotillas can be Overrun by motorized units on the same side
ofamajorriverastheotilla[whilelandunitscan’tdash“through”a
otilla,theycanshootitupastheymovepastit].Flotillasincoastal
hexes can also be Overrun.
3.34 Flotillas in Combat
a. Aotillacannormallyparticipateincombat,butcannotattack
duringaStormturn.IfStormweatheroccurs,pickupanyotilla
on a sea or coastal hex (during the Weather Determination Phase)
and place it at the nearest friendly port within its movement allow-
ance. If there is no such friendly port, the unit is not repositioned. Ineither case, it remains stationary for the remainder of the turn (but
can retreat after combat). Flotillas on rivers are not repositioned. All
otillas(whetherrepositionedornot)receiveaDoNotMoveOne
GT marker at the end of the Weather Determination Phase.
b. Flotillas attacking or defending alone cannot receive defensive
artilleryresupport.
c. Retreats. Flotillas can retreat to an all-sea hex. No retreat is pos-
sibleaftertherstSnoworArcticweatherconditionisrolledina
scenario;anyotillaforcedtoretreatisplacedintheEliminated
Box.
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When reducing the division by one step to create the RSC, the Step
Loss marker is removed, and the division is turned to its reduced
strength side of 4-4-5, a reduction of one attack strength point. The
only RSC allowed is a regular 1-2-5 RSC.
4.33 Either German RSC type can restore any step in an infantry
or security type unit of German (or SS) nationality when recom-
bining.
4.34 The Axis Player can choose to take a regular RSC where astrong RSC is allowed.
4.35 Axis-Allied RSCs. If available, Axis Player uses these only
for Axis-Allied Infantry, Mountain, Security, or Light Divisions
or Brigades on the same basis as German units. Axis-Allied RSCs
cannot be used for German units and German RSCs cannot be used
for Axis-Allied units.
4.4 Recombination
Eligible units can recombine with RSCs of the same nationality. The
unit and one or more RSCs that occupy the same hex recombine at
the end of any friendly Movement, Reaction, or Motorized Move-
ment Phase (before counting for over-stacking). Recombining does
not cost any MPs. Any eligible reduced unit can recombine with
any RSCs of the same nationality up to its original full strength
step level .The strengthened unit assumes the lowest supply status
of units recombining in the hex. RSCs cannot recombine to recreate
a unit in the Cadre or Eliminated Boxes.
Note: RSCs are generic, but the counter-mix limits the number that
can be on-map at any one time.
4.5 Independent Creation
Each German Type I RP can create one German 1-2-5 RSC. The
RSC enters play as a regular reinforcement.
5.0 How to WinThe Axis Player wins the game by scoring Victory Points (VPs)
required for victory in the scenario being played. The Soviet Player
wins by preventing an Axis victory.
5. Victory Points
VPs are awarded for controlling certain map locations, by causing
enemy HQ, Guards, armor, and artillery step losses, and for certain
actions players take. The actual number of VPs gained or lost is
listed on each Scenario Victory Point Schedule. Only the Axis Player
receivesVPs.Those“earned”bytheSovietPlayeraresubtracted
from the Axis total.
5. VPs for locations are awarded at the moment any location isoccupied or controlled [3.2] by an Axis combat unit. Add the VPs
for capture to the Axis VP total. If the location is subsequently re-
taken by a Soviet combat unit, immediately subtract the current VP
value from the Axis VP total.
5.3 Guards or Armor type units starting any scenario at reduced
strengthmayhavetheir“lost”stepscountedtowardVPtotals[see
Playbook scenario instructions]. Only countable steps lost during
the course of scenario play count toward VP totals [16.25].
5.4 It is possible for the Axis Player to have a negative VP total.
combined cannot exceed the DRMs the Soviet Player gains for city,
majorcity,fortiedline,orStrongpointintheDefenderHex.
3.44 Super-Heavy artillery units for both sides cannot be rebuilt.
3.5 Rocket Artillery
3.5All Soviet artillery units bearing the Rocket Artil-
lery unit type box may only use their support strength
when attacking. Additionally, these units also have an
‘A’ following their support strengths to further denote
attack support strength only.
3.5 Axis Entgiftungs rocket artillery units may only use their
support strengths when attacking. All other Axis rocket artillery
(Nebelwerfer) units may use their support strengths on both the
attack and defense.
4.0 Regiment Substitute CountersOnly the Axis Player can use Regiment Substitute Counters (RSCs).
RSCs are always available for reuse after recombination [24.4],
combat loss [16.24 and 16.4], or map exit [10.55].
4. Nationalities
Each game will contain German RSCs. Some games will contain
RSCs for Axis-Allied formations.
4. Steps and RSCs
4. Each step in a German Infantry Division is equal to one
Regiment Substitute Counter (RSC). Only a full or reduced strength
German Infantry, Mountain, Security, or Light Division is eligible
to detach all but their last step as RSCs.
Note: The SSLAH Brigade and the Gross Deutschland (GD) Mo-
torized Regiment also are eligible, even though they are motorized
type units of less than division size, and the RSCs will move as
non-motorized units.
4. Each step in an Axis-Allied Infantry Division or Brigade is
equal to one Axis-Allied RSC of the appropriate nationality. Any
full or reduced strength Axis Allied Infantry, Mountain, Security,
or Light Division or Brigade is eligible to detach all but their last
step as RSCs of that nationality.
4.3 Detachment
One or more RSCs of the appropriate nationality per turn can be
detached from any eligible German or Axis-Allied unit. The unit can
be in a Soviet ZOC. Detachment occurs before the unit’s movement.
Detached RSCs are placed at no MP cost in the hex containing the
detaching unit. The RSC enters play in a supply status identical to
the unit that detached it.
4.3 Regular RSCs. These are strength (1-2-5) and are created by
a one step reduction in any German (or SS) infantry-type unit, or by
disbanding an Axis base unit [6.95].
4.3 Strong RSCs. These are strength (2-2-5) and are created only
when the step reduction in a German (or SS) infantry-type unit causes
a loss of two attack strength points.
EXAMPLE: A 7-8-5 German Infantry Division on its full strength
side with a Step Loss marker is selected to create an RSC. With the
Step Loss marker, the current attack strength of the division is 5.
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- A -
AA Combat (17.4) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Additional Retreat
Attacker Orders (15.58) . . . . . . . . . . . . . . . . . . . . . . . 24
Defender Orders (14.3) . . . . . . . . . . . . . . . . . . . . . . . 22
Reduced Losses (16.41.b) . . . . . . . . . . . . . . . . . . . . 26Air: Combat Procedure (17.33). . . . . . . . . . . . . . . . . . . . 28
CAS Mission Procedure (15.1) . . . . . . . . . . . . . . . . . 20
CAS Mission Results (15.13) . . . . . . . . . . . . . . . . . . 22
Dual Purpose Air Units (17.31-32) . . . . . . . . . . . . . . 28
Firing Units (17.31.b.3) . . . . . . . . . . . . . . . . . . . . . . . 28
Initiative In Air Combat (17.32) . . . . . . . . . . . . . . . . 28
Interdiction Procedure (13.1) . . . . . . . . . . . . . . . . . . 21
Interdiction Effects (13.2) . . . . . . . . . . . . . . . . . . . . . 21
Mission Units (17.31.b.1) . . . . . . . . . . . . . . . . . . . . . 28
Range Limitations (17.22) . . . . . . . . . . . . . . . . . . . . . 28
Readiness Procedure (9.0) . . . . . . . . . . . . . . . . . . . . . 12Transport Procedure (11.7) . . . . . . . . . . . . . . . . . . . . 19
UnitDenition(2.33.c) . . . . . . . . . . . . . . . . . . . . . . . 2
Unit Types (17.1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Armor Attrition (16.32.c) . . . . . . . . . . . . . . . . . . . . . . . . 26
Armored Trains (22.3) . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Attack (See Combat)
Attack Strength . . . . . . . . . . . . . . . (How to Read Unit Card)
Attack Supply (6.8) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Attack Supply Point (ASP)(6.81) . . . . . . . . . . . . . . . 6
Artillery:
Attack Support (15.4) . . . . . . . . . . . . . . . . . . . . . . . . 23
Defense Support (14.2) . . . . . . . . . . . . . . . . . . . . . . . 22
Defending (15.55) . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Non-Participation In Overruns (11.42f) . . . . . . . . . . 17
QualiedtoSupport..................(11x17Card)
Super-Heavy (23.4) . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Super-Heavy DRM (15.64) . . . . . . . . . . . . . . . . . . . . 24
Support Strength (How to Read UnitsCard)
-B-
Axis Base Units (6.9) . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Active and Inactive (6.92) . . . . . . . . . . . . . . . . . . . . . 7
Advanced ASP Placement (6.93) . . . . . . . . . . . . . . . 7
Placement (6.91) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Removal (6.94) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Voluntary Removal (6.95) . . . . . . . . . . . . . . . . . . . . . . . . 7
Bridge Units (22.4) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
- C -
Close Air Support (CAS)(17.21.d) . . . . . . . . . . . . . . . . . 28
DRMs for Declared Combat (15.13) . . . . . . . . . . . . . 22
Combat: Attacker Artillery Support (15.4) . . . . . . . . . . . 23
Attacker Retreat Orders (15.58) . . . . . . . . . . . . . . . . 24
Attack Supply Needed (15.3) . . . . . . . . . . . . . . . . . . 23
Declaring Attacks (12.0) . . . . . . . . . . . . . . . . . . . . . . 19
Defender Artillery Support (15.55) . . . . . . . . . . . . . . 23
DieRollModiers(DRMs)15.6) . . . . . . . . . . . . . . . 24
Odds Determination (15.5) . . . . . . . . . . . . . . . . . . . . 23
Order of Attack Resolution (15.0) . . . . . . . . . . . . . . . 22Organizing Declared Attacks (15.2) . . . . . . . . . . . . . 22
Resolving Declared Attacks (15.8) . . . . . . . . . . . . . . 25
Combat Results:
Advance (16.5) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Asterisk Results (16.3) . . . . . . . . . . . . . . . . . . . . . . . 26
Elimination (16.11.c) . . . . . . . . . . . . . . . . . . . . . . . . . 25
Retreats (16.4) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Additional Retreat (16.41.b) . . . . . . . . . . . . . . . . 26
Effects of Enemy ZOC’s (16.44-46) . . . . . . . . . . 27
No Retreat (16.41.a) . . . . . . . . . . . . . . . . . . . . . . . 26
Restricted Retreat Paths (16.43) . . . . . . . . . . . . . . 27Retreat through E-ZOC Procedure (16.44-46) . . . 27
Stacking during Retreats (16.47) . . . . . . . . . . . . . 27
Units Unable to Retreat (16.42) . . . . . . . . . . . . . . 27
Step Loss (16.46) . . . . . . . . . . . . . . . . . . . . . . . . . 27
Combined Arms Bonus (15.67) . . . . . . . . . . . . . . . . . . . 24
Command Range (Soviet HQ)(22.11) . . . . . . . . . . . . . . 31
Command Value (Soviet HQ) (22.12). . . . . . . . . . . . . . . 31
Contiguous Hex (3.22) . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Controlled Hex (3.21) . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
- D -
Declaring Attacks (12.0) . . . . . . . . . . . . . . . . . . . . . . . . . 19Defender Reaction (14.0) . . . . . . . . . . . . . . . . . . . . . . . . 21
Defender Retreat Orders (14.31) . . . . . . . . . . . . . . . . . . . 22
Defense Strength . . . . . . . . . . . . (How to Read Units Card)
DieRollModication(DRM):
Attack and Defense DRMs (15.6) . . . . . . . . . . . . . . . 24
Denition(2.52) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Overrun DRMs . . . . . . . (Overrun Table on 11x17 Card)
Dumps (Supply) (6.83) . . . . . . . . . . . . . . . . . . . . . . . . . . 6
- E -
Enemy,denition(3.1) . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Engineers (23.1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
- F -
Flotilla Movement (11.2) . . . . . . . . . . . . . . . . . . . . . . . . 16
Flotillas, description (23.3) . . . . . . . . . . . . . . . . . . . . . . . 35
Fortications:
Common Features (18.1) . . . . . . . . . . . . . . . . . . . . . . 29
FortiedLines(18.2). . . . . . . . . . . . . . . . . . . . . . . . . 30
Strongpoints (18.3) . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Strongpoint Special Effects (18.37) . . . . . . . . . . . . . 30
Friendly,denition(3.1). . . . . . . . . . . . . . . . . . . . . . . . . 2
BARBAROSSA INDEX
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- G -
Garrisons, Soviet (22.8) . . . . . . . . . . . . . . . . . . . . . . . . . 33
Ground Combat Unit (2.33.a) . . . . . . . . . . . . . . . . . . . . . 2
Ground Non-Combat Unit (2.33.b) . . . . . . . . . . . . . . . . . 2
Ground Unit Movement (10.0) . . . . . . . . . . . . . . . . . . . . 12
Guards Units (22.41) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
- H -
Headquarters:
Operational (22.1) . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Capabilities (22.12) . . . . . . . . . . . . . . . . . . . . . . . 31
Command Range (22.11) . . . . . . . . . . . . . . . . . . . 31
Command Value (22.12) . . . . . . . . . . . . . . . . . . . 31
Non-Operational (Non-Op) (22.2) . . . . . . . . . . . . . . 32
Command Range (22.21) . . . . . . . . . . . . . . . . . . . 32
How It Becomes Non-Op (22.23) . . . . . . . . . . . . 32
Limitations (22.24) . . . . . . . . . . . . . . . . . . . . . . . . 32
Recovery of Operational Status (22.26) . . . . . . . . 32
Recovery Value . . . . . . . . . (How to Read Units Card)
Removal of Non-Op HQ (22.26) . . . . . . . . . . . . . 32Supersedes Op HQ Effects (22.22) . . . . . . . . . . . 32
- I -
InltrationMovement(11.5). . . . . . . . . . . . . . . . . . . . . . 18
InltrationCapableUnits(11.52) . . . . . . . . . . . . . . . 18
Procedure (11.53 - 55) . . . . . . . . . . . . . . . . . . . . . . . . 18
Where Not Allowed (11.56) . . . . . . . . . . . . . . . . . . . 18
Interdiction (13.0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Effects (13.2) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Placement (17.23) . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
- L -
Line of Communication (LOC)(6.2) . . . . . . . . . . . . . . . . 4
- M -
Mandated Attack Declaration (12.4) . . . . . . . . . . . . . . . . 20
Mandated Attack Execution (15.21c - Note) . . . . . . . . . 22
Militia (22.6) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Mobile Supply Unit (MSU)(6.84). . . . . . . . . . . . . . . . . . 6
Movement:
Affected By:
Interdiction (13.2) . . . . . . . . . . . . . . . . . . . . . . . . 21
Terrain (10.7) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Weather . . . . . . . . . (TEC & Effects on Move Charts)
Zones of Control (10.6) . . . . . . . . . . . . . . . . . . . . 14Air Transport (11.7) . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Flotilla Movement (11.2). . . . . . . . . . . . . . . . . . . . . . 16
How to Move Ground Units (10.4) . . . . . . . . . . . . . . 13
InltrationMovement(11.5) . . . . . . . . . . . . . . . . . . . 18
Motorized Movement Phase (10.2) . . . . . . . . . . . . . . 13
Movement Allowance (How to Read Units Card)
Movement Phase (10.1) . . . . . . . . . . . . . . . . . . . . . . . 12
Naval Transport (11.8). . . . . . . . . . . . . . . . . . . . . . . . 19
Non-Mot Units Paying Mot Costs (10.58) . . . . . . . . 13
One Hex Movement (11.9) . . . . . . . . . . . . . . . . . . . . 19
Overrun Movement (11.4) . . . . . . . . . . . . . . . . . . . . . 17
Railroad Movement (11.1) . . . . . . . . . . . . . . . . . . . . 16
Reaction Movement (14.1) . . . . . . . . . . . . . . . . . . . . 21
Road Movement:
Dry Weather Rates (10.74) . . . . . . . . . . . . . . . . . . 14
Non-Dry Weather Rates (10.75) . . . . . . . . . . . . . . 15
Strategic Movement (11.3) . . . . . . . . . . . . . . . . . . . . 16Super-Heavy Artillery (10.58.a) . . . . . . . . . . . . . . . . 13
Untried UR/MG Movement (11.6) . . . . . . . . . . . . . . 18
- N -
NKVD Units (22.42) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
No Retreat
Attacker Orders (15.58) . . . . . . . . . . . . . . . . . . . . . . . 24
Defender Orders (14.3) . . . . . . . . . . . . . . . . . . . . . . . 22
Increased Loss (16.41.a) . . . . . . . . . . . . . . . . . . . . . . 26
Non-Op HQ(22.2) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Restrictions(22.24-25) . . . . . . . . . . . . . . . . . . . . . . . . 32
- O -
One Hex Movement (11.9) . . . . . . . . . . . . . . . . . . . . . . . 19
Operational HQ (22.1) . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Overrun (11.4) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Overrun Effects (11.44) . . . . . . . . . . . . . . . . . . . . . . . . . 18
- P -
Panzer Division Integrity (15.68) . . . . . . . . . . . . . . . . . . 24
Partisans (22.9) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
- R -
Railcuts (19.4) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Railroad Conversion (19.2-3) . . . . . . . . . . . . . . . . . . . . . 30-31
Railroad Movement (11.0) . . . . . . . . . . . . . . . . . . . . . . . 16
Range, Artillery . . . . . . . (Refer to Player Aid Cards 1 and 2)
Reaction:
Defender Artillery Support (14.2) . . . . . . . . . . . . . . . 22
Defender Retreat Orders (14.3) . . . . . . . . . . . . . . . . . 22
Movement Allowed (14.1) . . . . . . . . . . . . . . . . . . . . 21
Regiment Substitute Counters, Axis (24.0). . . . . . . . . . . 35
Allied RSCs (24.35) . . . . . . . . . . . . . . . . . . . . . . . . . 36
Independently Created RSCs. . . . . . . . . . . . . . . . . . . 36
Reinforcements:
Arrival (8.1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Rebuilt Units (8.4) . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Reservists Placement (8.4.c) . . . . . . . . . . . . . . . . . . . 10
Scheduled Reinforcements (8.2) . . . . . . . . . . . . . . . . 10
Special Reinforcement Pools (8.3) . . . . . . . . . . . . . . 10
Untried Militia (8.5) . . . . . . . . . . . . . . . . . . . . . . . . . 11
UR/MG (8.6) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Replacements:
Expending Replacement Points (7.4) . . . . . . . . . . . . 9
Receiving Axis Replacement Points (7.3) . . . . . . . . . 9
Receiving Soviet Replacement Catagories (7.1-2) . . 7
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39 BARBAROSSA: Crimea
© 2010 GMT Games, LLC
Retreat:
Additional Retreat (16.41.b) . . . . . . . . . . . . . . . . . . . 26
Attacker Retreat Orders (15.58) . . . . . . . . . . . . . . . . 24
Defender Retreat Orders (14.3) . . . . . . . . . . . . . . . . . 24
No Retreat (16.41) . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Non-Allowed Retreats (16.42 - 43) . . . . . . . . . . . . . . 27
Retreat Through Enemy ZOC (16.64 - 66) . . . . . . . . 27
Stacking and Retreats (16.47) . . . . . . . . . . . . . . . . . . 27
- S -
Set - Up Codes . . . . . (How to Read Units Card & Playbook)
Soviet Surrender (21.0) . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Special Units:
Armored Trains (22.3) . . . . . . . . . . . . . . . . . . . . . . . . 32
Bridge Units (23.2) . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Engineers (23.1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Flotillas (23.3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Soviet Garrisons (22.8) . . . . . . . . . . . . . . . . . . . . . . . 33
Guard/NKVD (22.4) . . . . . . . . . . . . . . . . . . . . . . . . . 32
Militia (22.6) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33Operational Headquarters (22.1) . . . . . . . . . . . . . . . . 30
Non-Op Headquarters (22.2) . . . . . . . . . . . . . . . . . . . 31
Partisans (22.9) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Zap Units (22.7) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Super-Heavy Artillery (23.4) . . . . . . . . . . . . . . . . . . . 35
UR/MG Units (22.5) . . . . . . . . . . . . . . . . . . . . . . . . . 33
Spending Replacement Points (7.4) . . . . . . . . . . . . . . . . 9
Stacking (3.3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Stacking during and after Retreats (16.47) . . . . . . . . . . . 27
Stacking Limit (3.3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Supply:
Attack Supply (6.8) . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Attack Supply Points (ASPs) (6.81). . . . . . . . . . . 6
Supply Dumps (6.83) . . . . . . . . . . . . . . . . . . . . . . 6
Mobile Supply Units (MSUs) (6.84) . . . . . . . . . . 6
Attack Supply Determination (15.3) . . . . . . . . . . . . . 23
Attack Supply Expenditure (15.56) . . . . . . . . . . . . . . 23
Base Units and ASPs (6.9) . . . . . . . . . . . . . . . . . . . . 6
LOCs (6.2) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Out of Supply Effects ((6.7) . . . . . . . . . . . . . . . . . . . 5
Railroad Nets (6.4) . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Road Nets (6.3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Sources (6.5) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Supply Routes (6.1) . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Supply States (6.6) . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Emergency (6.63) . . . . . . . . . . . . . . . . . . . . . . . . . 5
General (6.62) . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Out of Supply (6.64) . . . . . . . . . . . . . . . . . . . . . . 5
Support Strength . . . . . . . . . . . . . (How to Read Units Card)
- T -
Terminology (3.0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
- U -
Untried Militia:
Conversionto“I”Repls(22.61) . . . . . . . . . . . . . . . . 33
Description (22.6) . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Entry (22.62) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Placement (22.62) . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
UR/MG Units:
Description (22.5) . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Entry into Play (20.53) . . . . . . . . . . . . . . . . . . . . . . . 33
Replacement Procedure (22.54) . . . . . . . . . . . . . . . . 33
Untried Status (22.51) . . . . . . . . . . . . . . . . . . . . . . . . 33
- V -
Victory Points (VPs) (25.1). . . . . . . . . . . . . . . . . . . . . . . 36
- W -
Weather:
Determination (5.1) . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Effects Upon:
Lakes and Seas (10.77.a-b) . . . . . . . . . . . . . . . . . 15
Major Rivers (10.76) . . . . . . . . . . . . . . . . . . . . . . 15
Movement . . . . . . (TEC/Effects on Movement Chart)
Road Movement (10.74-75) . . . . . . . . . . . . . . . . . 14
Swamps (10.7.11) . . . . . . . . . . . . . . . . . . . . . . . . . 15
Freezing Conditions (5.15.b) . . . . . . . . . . . . . . . . . . . 4
Lingering Mud (5.1.4) . . . . . . . . . . . . . . . . . . . . . . . . 4
Lingering Snow (5.15.a) . . . . . . . . . . . . . . . . . . . . . . 4
Withdrawal (8.7) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
- Z -
Zap Units (22.7) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Rebuilding Cadre Box Units (7.22.c.1) . . . . . . . . . . . 7
Strengthening reduced units on map (7.22.c.2) . . . . . 7
Zone of Control (ZOC):
Affected by Terrain (3.43) . . . . . . . . . . . . . . . . . . . . . 3
Affected by Weather (3.43) . . . . . . . . . . . . . . . . . . . . 3
Effects:
on Combat (15.21) . . . . . . . . . . . . . . . . . . . . . . . . 22
on Combat Declaration (12.5-7) . . . . . . . . . . . . . 20
on Overrun (11.43.1) . . . . . . . . . . . . . . . . . . . . . . 17-18
on Railroad Transport (11.12) . . . . . . . . . . . . . . . 16
during Retreats (16.44 -6) . . . . . . . . . . . . . . . . . . 27on Supply Routes (6.12.b ) . . . . . . . . . . . . . . . . . . 4
Loss due to Overrun (11.44.a) . . . . . . . . . . . . . . . . . . 18
Loss due to Step Reduction (3.42 Note) . . . . . . . . . . 3
No ZOC Bands (3.42) . . . . . . . . . . . . . . . . . . . . . . . . 3
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40 BARBAROSSA: Crimea
4. Sequence of Play
The game is played in game-turns composed of Segments. The
Expanded Sequence of Play in the Play Book has a detailed
listing of each Phase.
A. Strategic Segment
1. Weather Determination Phase
2. Supply Determination Phase
3. Replacements Phase
4. Reinforcement and Withdrawal Phase
5. Air Readiness Phase
6. >>Axis Air Interdiction Phase
B. Axis Player Segment
1. Movement phase
2. Soviet Reaction Phase
3. Combat Phase
4. Motorized Movement phase
5. Engineering Phase
C. Soviet Player Segment
1. Motorized Movement phase
2. Axis Reaction Phase
3. Combat Phase
4. Movement phase
5. Engineering Phase
6. Soviet Surrender Phase
D. Game-Turn Record Interphase
Game CreditsDesigner: Vance von Borries
Developer: Tony Curtis
Art Director: Rodger MacGowan
Game Map Art: Todd Davis
Game Counter Art: Rodger MacGowan, Mark SimonitchRulebook and Charts Layout: Mark Simonitch
Research: Vance von Borries, Thomas F. Burke
Additional Research: Ed Rains
Playtesting: Jim Broshot, Thomas Buettner, Kevin Conway,
Tony Curtis, Richard Diem, Rob Kirchubel, Mark Mazer, Ed
Rains, Vance Von Borries, Frank Snider, Richard Vohlers.
PRODUCTION COORDINATION: Tony Curtis
PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis,
Gene Billingsley and Mark Simonitch
INITIAL PROOFREADERS: Hans Korting and Vance Von Bor-
riesFINAL PROOFREADERS: Tony Curtis, Hans Korting